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

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<translate><!--T:143--> <!--include here possible redirection --></translate><languages /><translate>
<translate><!--T:143--> <!--include here possible redirection --></translate>{{SEO
|title=<translate><!--T:241--> {{TextCarcassonne}} - {{TranslatedPageName}}</translate>
|image={{filepath:<translate><!--T:239--> Box_BaseGame_C1_ZMG.png</translate>|nowiki}}
|description={{#lst:{{FULLPAGENAME}}|description}}
}}<languages /><translate>
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{{ChooseDesign|image=Base_Game_C1_Tile_10.jpg|otherimage=Base_Game_C3_Tile_O.png|otherimage2=Base_Game_C2_Tile_O.jpg|otherlink={{BaseGameLink|edition=C3|logo=noborder}}}}
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|link1={{CarcassonneLink}}
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{| style="float:right;text-align:center;"
{| style="float:right;text-align:center;"
|-   
|-   
| [[File:Box_BaseGame_C1_ZMG.png|frameless|right|200px]]
| [[File:Box_BaseGame1_C1_RGG.png|frameless|right|200px]]
| [[File:Box_BaseGame1_C1_RGG.png|frameless|right|200px]]
| [[File:Box_BaseGame_C1_ZMG.png|frameless|right|200px]]
|-  
|-  
||Z-Man Games
||Rio Grande Games
||Rio Grande Games
||Z-Man Games
|}
|}


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[[File:Symbol_CarcassonneC.png|frame|right|Game C Logo]]
[[File:Symbol_CarcassonneC.png|frame|right|Game C Logo]]
Originally released by [[{{Path|Hans im Glück}}|Hans im Glück]] in {{Year|2000}}
Originally released by '''[[{{Path|Hans im Glück}}|Hans im Glück]]''' in {{Year|2000}}


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<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 on the roads and in the cities, cloisters, farms 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.
The city of Carcassonne in southern France is famous for its unique Roman and Medieval fortifications. The players take their chances with their followers on the roads and in the cities, cloisters, farms 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" />


== Contents == <!--T:5-->
== Contents == <!--T:5-->
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<!--T:8-->
* '''40 followers''' in five colors<ref>{{IconWorld}} This is not mentioned in the {{VariantsLink|logo=noborder|version=BigBox1}}, {{VariantsLink|logo=noborder|version=BigBox2}}, {{VariantsLink|logo=noborder|version=BigBox3}}, {{VariantsLink|logo=noborder|version=BigBox4}} rules. The sixth player (gray) is listed here directly at the base game and not at {{InnsCathedralsLink|edition=C1|logo=noborder}}. This makes the rules clearer. Additionally, {{VariantsLink|logo=noborder|version=BigBox5}} adds purple and pink followers for up to 8 players. Meeples in an additional colors can be acquired online.</ref>:
* '''40 followers''' in five colors<ref>{{IconWorld}} This is not mentioned in the '''{{VariantsLink|logo=noborder|version=BigBox1}}''', '''{{VariantsLink|logo=noborder|version=BigBox2}}''', '''{{VariantsLink|logo=noborder|version=BigBox3}}''', '''{{VariantsLink|logo=noborder|version=BigBox4}}''' rules. The sixth player (gray) is listed here directly at the base game and not at '''{{InnsCathedralsLink|edition=C1|logo=noborder}}'''. This makes the rules clearer. Additionally, '''{{VariantsLink|logo=noborder|version=BigBox5}}''' adds purple and pink followers for up to 8 players. Meeples in an additional colors can be acquired online.</ref>:


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<!--T:132-->
<!--T:132-->
{{FAQ|Too few followers—are we playing wrong or are there really too few?|[[File:Base_Game_C1_Meeples_Footer_Note_2.jpg|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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<!--T:14-->
<!--T:14-->
The players place the land tiles turn by turn. This leads to the growth of roads, cities,
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.
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.


=== Preparation === <!--T:15-->
=== Preparation === <!--T:15-->
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<!--T:21-->
Play progresses in a clockwise fashion. The player whose turn it is carries out the following
Play progresses in a clockwise fashion. The player whose turn it is carries out the following actions '''in the order given''':
actions '''in the order given''':


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<!--T:25-->
As their first action, the player '''must''' draw a tile from one of the stacks. The tile is then
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 points:
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 points:


<!--T:26-->
<!--T:26-->
* At least one side of the new tile (with a <span style="color:red;">red</span> border in the examples below) must touch one or more tiles already in play. Corner-to-corner placement is not permitted.
* 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. Corner-to-corner placement is not permitted.


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<!--T:28-->
In the rare case that a tile cannot legally be placed anywhere, and all players agree, it is
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.
removed from the game, and the player draws another.


==== 2. Deploy a follower ==== <!--T:29-->
==== 2. Deploy a follower ==== <!--T:29-->
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<!--T:124-->
<table>
{{BeginTileList|nesting=1|width=700px}}
<tr>
{{StartBlock|width=118px}}
<td valign="top">[[File:Base_Game_C1_Deploy_Thief.png|frame|none|a '''thief''' on a road segment]]</td>
[[File:Base_Game_C1_Deploy_Thief.png|frame|none|a '''thief''' on a road segment]]
<td valign="top">[[File:Base_Game_C1_Deploy_Knight.png|frame|none|a '''knight''' in a city segment]]</td>
{{EndBlock}}
<td valign="top">[[File:Base_Game_C1_Deploy_Monk.png|frame|none|a '''monk''' on a cloister (monastery)]]</td>
{{StartBlock|width=118px}}
<td valign="top">[[File:Base_Game_C1_Deploy_Farmer.png|frame|none|a '''farmer''' on one of those two field segments. Place farmer lying down!]]</td>
[[File:Base_Game_C1_Deploy_Knight.png|frame|none|a '''knight''' in a city segment]]
</tr>
{{EndBlock}}
</table>
{{StartBlock|width=118px}}
[[File:Base_Game_C1_Deploy_Monk.png|frame|none|a '''monk''' on a cloister (monastery)]]
{{EndBlock}}
{{StartBlock|width=138px}}
[[File:Base_Game_C1_Deploy_Farmer.png|frame|none|a '''farmer''' on one of those two field segments. Place farmer lying down!]]
{{EndBlock}}
{{EndTileList}}


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<!--T:34-->
{{BeginTileList|nesting=1|width=900px}}
{{StartBlock|width=313px}}
[[File:Base_Game_C1_Example_Placing_Meeple_1.png|frame|none|{{ColorBlue|BLUE}} can only deploy a farmer: there is already a knight in the connecting city.]]
[[File:Base_Game_C1_Example_Placing_Meeple_1.png|frame|none|{{ColorBlue|BLUE}} can only deploy a farmer: there is already a knight in the connecting city.]]
{{EndBlock}}


<!--T:35-->
<!--T:35-->
{{StartBlock|width=558px}}
[[File:Base_Game_C1_Example_Placing_Meeple_2.png|frame|none|{{ColorBlue|BLUE}} can deploy the follower as a knight or a thief, or as a farmer on the small farm segment: the large farm is already occupied.]]
[[File:Base_Game_C1_Example_Placing_Meeple_2.png|frame|none|{{ColorBlue|BLUE}} can deploy the follower as a knight or a thief, or as a farmer on the small farm segment: the large farm is already occupied.]]
{{EndBlock}}
{{EndTileList}}


<!--T:36-->
<!--T:36-->
If a player runs out of followers during the course of play, he or she may only place tiles.
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.
But don't panic: you can also get followers back.


<!--T:133-->
<!--T:133-->
{{DottedFrameMessage|align=left|text=
If you complete a previously unoccupied feature when placing a tile, you do not have to occupy it and earn the points. <ref>
If you complete a previously unoccupied feature when placing a tile, you do not have to occupy it and earn the points. <ref>
{{IconWorld}}
{{IconWorld}}
If you complete an unoccupied feature, it is not mandatory for you to place a follower on it. If you place a follower and occupy the just completed feature, you will score points for it (and remove your follower right away). Otherwise, you will not receive points for the feature.
If you complete an unoccupied feature, it is not mandatory for you to place a follower on it. If you place a follower and occupy the just completed feature, you will score points for it (and remove your follower right away). Otherwise, you will not receive points for the feature.
</ref> You can close the city or road 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. [[File:Base_Game_C1_Example_Note_12.jpg|frame|none|Earning points from a closed city]]
</ref> You can close the city or road 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. [[File:Base_Game_C1_Example_Note_12.jpg|frame|none|Earning points from a closed city]]
}}


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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" />
}}
}}




<!--T:135-->
<!--T:135-->
{{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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<!--T:41-->
A road is completed when the road segments on both sides end in a crossing,<ref>{{IconBook}} In the game there are crossings and junctions. But since all crossings have the same effect—namely, to bring a road to an end—it was decided to sacrifice the distinction between crossings and junctions (or T-crossings, or T-roads...?) in order to not unnecessarily complicate matters. [[File:Base_Game_C1_Example_Note_15.jpg|frame|none|Crossings and junctions]]</ref> a city segment, or a cloister, or when the road forms a closed circle. There is no limit to the number of road segments which can lie between these endings.  
A road is completed when the road segments on both sides end in a crossing, <ref>
{{IconBook}}
In the game there are crossings and junctions. But since all crossings have the same effect—namely, to bring a road to an end—it was decided to sacrifice the distinction between crossings and junctions (or T-crossings, or T-roads...?) in order to not unnecessarily complicate matters. [[File:Base_Game_C1_Example_Note_15.jpg|frame|none|Crossings and junctions]]
</ref> a city segment, or a cloister, or when the road forms a closed circle. There is no limit to the number of road segments which can lie between these endings.  


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<!--T:43-->
<table>
{{BeginTileList|width=700px}}
<tr>
{{StartBlock|width=205px}}
<td>[[File:Base_Game_C1_Example_Closed_Road_1.png|frame|none|{{ColorRed|RED}} scores 4 points]]</td>
[[File:Base_Game_C1_Example_Closed_Road_1.png|frame|none|{{ColorRed|RED}} scores 4 points]]
<td>[[File:Base_Game_C1_Example_Closed_Road_2.png|frame|none|{{ColorRed|RED}} scores 3 points]]</td>
{{EndBlock}}
</tr>
{{StartBlock|width=205px}}
</table>
[[File:Base_Game_C1_Example_Closed_Road_2.png|frame|none|{{ColorRed|RED}} scores 3 points]]
{{EndBlock}}
{{EndTileList}}




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<!--T:136-->
<!--T:136-->
{{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" />
}}
}}




<!--T:137-->
<!--T:137-->
{{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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<!--T:48-->
<table>
{{BeginTileList|width=700px}}
<tr>
{{StartBlock|width=107px}}
<td>[[File:Base_Game_C1_Example_Closed_City_1.png|frame|none|{{ColorRed|RED}} scores 8 points (three city segments and one pennant)]]</td>
[[File:Base_Game_C1_Example_Closed_City_1.png|frame|{{ColorRed|RED}} scores 8 points (three city segments and one pennant)]]
<td>[[File:Base_Game_C1_Example_Closed_City_2.png|frame|none|{{ColorRed|RED}} scores 8 points (four city segments, no pennants)<br /><br />When both city segments on a tile are in a single city (marked with A), they only count as one segment]]</td>
{{EndBlock}}
</tr>
{{StartBlock|width=258px}}
</table>
[[File:Base_Game_C1_Example_Closed_City_2.png|frame|{{ColorRed|RED}} scores 8 points (four city segments, no pennants)<br /><br />When both city segments on a tile are in a single city (marked with A), they only count as one segment.]]
{{EndBlock}}
{{EndTileList}}


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<!--T:52-->
[[File:Base_Game_C1_Example_Closed_City_3.png|frame|none|The new tile joins the previously unconnected city segments, forming a single completed city <br /><br /> {{ColorBlue|BLUE}} and {{ColorRed|RED}} both score the full 10
[[File:Base_Game_C1_Example_Closed_City_3.png|frame|none|The new tile joins the previously unconnected city segments, forming a single completed city. <br /><br />{{ColorBlue|BLUE}} and {{ColorRed|RED}} both score the full 10
points, as they both have one knight in the city—a draw!]]
points, as they both have one knight in the city—a draw!]]


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<br />
<br />
<hr />
<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: <ref>{{IconBook}} Note in the box that features are considered to be complete as soon as the tile is placed, although follower placement and scoring only occur afterwards. This is important when playing with ''The Flier''.</ref>
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: <ref>
{{IconBook}}
Note in the box that features are considered to be complete as soon as the tile is placed, although follower placement and scoring only occur afterwards. This is important when playing with '''{{FlyingMachinesLink|edition=C1|variant=long|logo=noborder}}'''.
</ref>
 
<!--T:242-->
# Complete a road, city or cloister with the new tile.
# Complete a road, city or cloister with the new tile.
# Deploy a thief, knight or monk.
# Deploy a thief, knight or monk.
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<!--T:59-->
<!--T:59-->
{{BeginTileList|nesting=1|width=800px}}
{{StartBlock|width=253px}}
[[File:Base_Game_C1_Example_Closed_Feature_1.png|frame|none|{{ColorRed|RED}} scores 4 points]]
[[File:Base_Game_C1_Example_Closed_Feature_1.png|frame|none|{{ColorRed|RED}} scores 4 points]]
{{EndBlock}}
{{StartBlock|width=375px}}
[[File:Base_Game_C1_Example_Closed_Feature_2.png|frame|none|{{ColorRed|RED}} scores 3 points]]
[[File:Base_Game_C1_Example_Closed_Feature_2.png|frame|none|{{ColorRed|RED}} scores 3 points]]
{{EndBlock}}
{{EndTileList}}
<!--T:243-->
<hr />
<hr />
<br />
<br />


<!--T:138-->
<!--T:138-->
{{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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<!--T:61-->
<!--T:61-->
Several connected field segments form a farm. Farms and field segments are not scored during the game. 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
Several connected field segments form a farm. Farms and field segments are not scored during the game. 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!''' <ref>{{IconBook}} Okay, “never” is a long time. In reality, some special mechanics in some expansions ({{FestivalLink|edition=C1|logo=noborder}} tiles, {{PrincessDragonLink|edition=C1|logo=noborder}}, etc.) do allow return of farmers to their owners. (12/2014)</ref> In order to make that clear, the farmers should be laid on their backs.
game and are never returned to their owner!''' <ref>
{{IconBook}}
Okay, “never” is a long time. In reality, some special mechanics in some expansions ('''{{FestivalLink|edition=C1|logo=noborder}}''' tiles, '''{{PrincessDragonLink|edition=C1|logo=noborder}}''', etc.) do allow return of farmers to their owners. (12/2014)
</ref> In order to make that clear, the farmers should be laid on their backs.


<!--T:62-->
<!--T:62-->
Farms are separated from each other by roads, cities and the edge of the playing field – this is important during the final scoring. <ref>{{IconBook}} In determining farm size, farms can be limited by all kinds of barriers, for example, roads, cities, or rivers 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. [[File:Base_Game_C1_Example_Note_23.jpg|frame|none|Farms limits]]</ref> <ref>{{IconBook}} River segments also separate farms. (08/2014)</ref>
Farms are separated from each other by roads, cities and the edge of the playing field – this is important during the final scoring. <ref>
{{IconBook}}
In determining farm size, farms can be limited by all kinds of barriers, for example, roads, cities, or rivers 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. [[File:Base_Game_C1_Example_Note_23.jpg|frame|none|Farms limits]]</ref> <ref>{{IconBook}} River segments also separate farms. (08/2014)
</ref>


<!--T:63-->
<!--T:63-->
{{BeginTileList|width=850px}}
{{StartBlock|width=402px}}
[[File:Base_Game_C1_Example_Farm_1.png|frame|none|All three farmers are on their own farms. The road segment and the city separate thefarms from each other.]]
[[File:Base_Game_C1_Example_Farm_1.png|frame|none|All three farmers are on their own farms. The road segment and the city separate thefarms from each other.]]
{{EndBlock}}
{{StartBlock|width=402px}}
[[File:Base_Game_C1_Example_Farm_2.png|frame|none|After the placement of the new tile, the farms of the three farmers are joined to form one. <br /><br />
[[File:Base_Game_C1_Example_Farm_2.png|frame|none|After the placement of the new tile, the farms of the three farmers are joined to form one. <br /><br />
'''Be careful:''' The player who placed the new tile may not deploy a farmer, since the (now connected) farm is already occupied by farmers.]]
'''Be careful:''' The player who placed the new tile may not deploy a farmer, since the (now connected) farm is already occupied by farmers.]]
{{EndBlock}}
{{EndTileList}}


===== The scoreboard ===== <!--T:64-->
===== The scoreboard ===== <!--T:64-->


<!--T:65-->
<!--T:65-->
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 field "'''0'''" is reached or passed the player takes a point tile (from {{InnsCathedralsLink|edition=C1|logo=noborder}}) and places it in plain view of all other players, with the number "'''50'''" face up. In this way it is clear to all that the player has already scored 50 points or more <ref>{{IconWorld}} The graphic here suggests that it might also be a good idea to lie the follower being used as a scoring marker flat on the scoreboard as the "50" is passed.</ref> If the player reaches or passes the field "'''0'''" again, they should turn the point tile over so that the number "'''100'''" is face up. It is quite possible that the player might lap the circuit a third time: then he or she should take another point tile and display it next to the first, the "'''50'''" face up.<ref>{{IconArrow}} This is the first real difference to previously published editions, now having its own section and a description of point tiles, which were previously considered to be a part of the ''Inns and Cathedrals'' expansion.</ref>
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 field "'''0'''" is reached or passed the player takes a point tile (from '''{{InnsCathedralsLink|edition=C1|logo=noborder}}''') and places it in plain view of all other players, with the number "'''50'''" face up. In this way it is clear to all that the player has already scored 50 points or more <ref>{{IconWorld}} The graphic here suggests that it might also be a good idea to lie the follower being used as a scoring marker flat on the scoreboard as the "50" is passed.</ref> If the player reaches or passes the field "'''0'''" again, they should turn the point tile over so that the number "'''100'''" is face up. It is quite possible that the player might lap the circuit a third time: then he or she should take another point tile and display it next to the first, the "'''50'''" face up.<ref>{{IconArrow}} This is the first real difference to previously published editions, now having its own section and a description of point tiles, which were previously considered to be a part of the '''{{InnsCathedralsLink|edition=C1|logo=noborder}}'''.</ref>


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[[File:Base_Game_C1_Example_Scoreboard.jpg|frame|none|"50"/"100" tiles and a scoring marker after 50 points.]]
[[File:Base_Game_C1_Example_Scoreboard.png|frame|none|"50"/"100" tiles and a scoring marker after 50 points.]]


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'''Note:''' 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 (or in ''Inns and Cathedrals'' the size of the 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. [[File:Base_Game_C1_Example_Note_21.jpg|frame|none|Scoring when two followers are in the same city]]
{{DottedFrameMessage|align=left|text=
'''Note:''' 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 (or in '''{{InnsCathedralsLink|edition=C1|logo=noborder}}''' the size of the 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. [[File:Base_Game_C1_Example_Note_21.jpg|frame|none|Scoring when two followers are in the same city]]
}}


=== The End of the Game === <!--T:67-->
=== The End of the Game === <!--T:67-->


<!--T:68-->
<!--T:68-->
The game ends at the end of the turn in which the last land tile is placed.<ref>{{IconArrow}} Note that, according to the [[{{Path|Rio_Grande_Games}}|'''RGG''']] {{VariantsLink|version=BigBox3|logo=noborder}} rules, the last land tile placed could be an Abbey tile. According to these most recent rules, “If one or more players have not yet placed their Abbey tiles when the last landscape tile is drawn and placed, they may now do so, if possible, in clockwise order starting from the left of the person who placed the last tile. Then, the game ends.” This is a reversal of a previous FAQ, which used the statement, “The game is over when the last face-down land tile has been played.” This older statement was to specifically prevent players from placing any abbey tiles which they may still have in their hand after the last ‘normal’ land tile (from the stack, the bag, or the dispenser) had been played.</ref> Any roads, cities, and cloisters completed in this round are scored as usual. This is followed by the final scoring.
The game ends at the end of the turn in which the last land tile is placed.<ref>{{IconArrow}} Note that, according to the [[{{Path|Rio_Grande_Games}}|'''RGG''']] '''{{VariantsLink|version=BigBox3|logo=noborder}}''' rules, the last land tile placed could be an Abbey tile. According to these most recent rules, “If one or more players have not yet placed their Abbey tiles when the last landscape tile is drawn and placed, they may now do so, if possible, in clockwise order starting from the left of the person who placed the last tile. Then, the game ends.” This is a reversal of a previous FAQ, which used the statement, “The game is over when the last face-down land tile has been played.” This older statement was to specifically prevent players from placing any abbey tiles which they may still have in their hand after the last ‘normal’ land tile (from the stack, the bag, or the dispenser) had been played.</ref> Any roads, cities, and cloisters completed in this round are scored as usual. This is followed by the final scoring.


==== Final Scoring ==== <!--T:69-->
==== Final Scoring ==== <!--T:69-->
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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 ''Inns and Cathedrals'', 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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Only the farmers and their farms are left, and these will be scored now. The owner of each farm should 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. The owner (or owners) of the farm score '''3 points for every completed city which borders the farm''', or lies within it. 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. 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.</ref> <ref>{{IconBook}} '''Question:''' What are the differences to the rules of the first edition, when
Only the farmers and their farms are left, and these will be scored now. The owner of each farm should 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. The owner (or owners) of the farm score '''3 points for every completed city which borders the farm''', or lies within it. 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. If a city borders more than one farm, the owner(s) of each farm score(s) 3 points for the city. <ref>{{IconArrow}}
Carcassonne won Game of the Year? '''Answer:''' The scoring of farms was not from the perspective of the farms themselves, as it is now, but rather from the perspective of the cities. For every city, you had to check how many farmers of each color were adjacent to it, irrespective of from which side. The player with the majority of adjacent farmers supplying a city would earn four points for it. Each city would as such only be scored once, and therefore earned more points. According to the old rules, {{ColorBlue|BLUE}} would be the only one to score points, since two of his or her farmers are supplying the cities, even though they are on different farms. {{ColorYellow|YELLOW}} has only one farmer adjacent to
This describes what is known as the "third edition" method of scoring farms, the method currently accepted by all publishers.
the city and goes home without anything. According to the new rules, both farmers earn points; and following the most recent rule changes, {{ColorBlue|BLUE}} even earns points twice. [[File:Base_Game_C1_Example_Note_33.jpg|frame|none|Scoring farms - differences between editions]]</ref>
</ref> <ref>
{{IconBook}}
'''Question:''' What are the differences to the rules of the first edition, when Carcassonne won Game of the Year? '''Answer:''' The scoring of farms was not from the perspective of the farms themselves, as it is now, but rather from the perspective of the cities. For every city, you had to check how many farmers of each color were adjacent to it, irrespective of from which side. The player with the majority of adjacent farmers supplying a city would earn four points for it. Each city would as such only be scored once, and therefore earned more points. According to the old rules, {{ColorBlue|BLUE}} would be the only one to score points, since two of his or her farmers are supplying the cities, even though they are on different farms. {{ColorYellow|YELLOW}} has only one farmer adjacent to the city and goes home without anything. According to the new rules, both farmers earn points; and following the most recent rule changes, {{ColorBlue|BLUE}} even earns points twice. [[File:Base_Game_C1_Example_Note_33.jpg|frame|none|Scoring farms - differences between editions]]
</ref>


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[[File:Base_Game_C1_Example_Final_Scoring_2.jpg|frame|none|{{ColorBlue|BLUE}} scores 9 points.]][[File:Base_Game_C1_Example_Final_Scoring_3.jpg|frame|none|{{ColorBlue|BLUE}} scores 6 points. {{ColorRed|RED}} scores 3 points. The incomplete city generates no points.]]
{{BeginTileList|width=800px}}
{{StartBlock|width=342px}}
[[File:Base_Game_C1_Example_Final_Scoring_2.jpg|frame|{{ColorBlue|BLUE}} scores 9 points.]]
{{EndBlock}}
{{StartBlock|width=351px}}
[[File:Base_Game_C1_Example_Final_Scoring_3.jpg|frame|{{ColorBlue|BLUE}} scores 6 points. {{ColorRed|RED}} scores 3 points. The incomplete city generates no points.]]
{{EndBlock}}
{{EndTileList}}


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[[File:Tiles_are_placed.png]] The numbered boxes indicate the order in which the tiles were placed.


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<table>
{{BeginTileList|width=800px}}
<tr valign="top">
{{StartBlock|width=288px}}
<td>[[File:Base_Game_C1_Example_Final_Scoring_4.jpg|frame|none|The numbered boxes indicate the order in which the tiles were placed.<br /><br />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.]]</td>
[[File:Base_Game_C1_Example_Final_Scoring_4.jpg|frame|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.]]
<td>[[File:Base_Game_C1_Example_Final_Scoring_5.jpg|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}}
</td>
{{StartBlock|width=288px}}
</tr>
[[File:Base_Game_C1_Example_Final_Scoring_5.jpg|frame|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.]]
</table>
{{EndBlock}}
{{EndTileList}}


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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.}}




<!--T:142-->
<!--T:142-->
{{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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'''Total Tiles: 72'''<ref>{{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>
{{BeginTileList|width=700px|tiles=72 <ref>
{{BeginTileList|700px}}
{{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.
{{Tile|Base_Game_C1_Tile_01.jpg|count=1}}
</ref>}}
{{Tile|Base_Game_C1_Tile_02.jpg|count=3}}
{{Tile|image=Base_Game_C1_Tile_01.jpg|count=1|config=&nbsp;}}
{{Tile|Base_Game_C1_Tile_03.jpg|count=1}}
{{Tile|image=Base_Game_C1_Tile_02.jpg|count=3}}
{{Tile|Base_Game_C1_Tile_04.jpg|count=2}}
{{Tile|image=Base_Game_C1_Tile_03.jpg|count=1}}
{{Tile|Base_Game_C1_Tile_05.jpg|count=1}}
{{Tile|image=Base_Game_C1_Tile_04.jpg|count=2|config=&nbsp;}}
{{Tile|Base_Game_C1_Tile_06.jpg|count=3}}
{{Tile|image=Base_Game_C1_Tile_05.jpg|count=1}}
{{Tile|Base_Game_C1_Tile_07.jpg|count=2}}
{{Tile|image=Base_Game_C1_Tile_06.jpg|count=3}}
{{Tile|Base_Game_C1_Tile_08.jpg|count=2}}
{{Tile|image=Base_Game_C1_Tile_07.jpg|count=2|config=&nbsp;}}
{{Tile|Base_Game_C1_Tile_09.jpg|count=3}}
{{Tile|image=Base_Game_C1_Tile_08.jpg|count=2}}
{{Tile|Base_Game_C1_Tile_10.jpg|count=2}}
{{Tile|image=Base_Game_C1_Tile_09.jpg|count=3}}
{{Tile|Base_Game_C1_Tile_11.jpg|count=3}}
{{Tile|image=Base_Game_C1_Tile_10.jpg|count=2|config=&nbsp;}}
{{Tile|Base_Game_C1_Tile_12.jpg|count=2}}
{{Tile|image=Base_Game_C1_Tile_11.jpg|count=3}}
{{Tile|Base_Game_C1_Tile_13.jpg|count=1}}
{{Tile|image=Base_Game_C1_Tile_12.jpg|count=2}}
{{Tile|Base_Game_C1_Tile_14.jpg|count=5}}
{{Tile|image=Base_Game_C1_Tile_13.jpg|count=1|config=&nbsp;}}
{{Tile|Base_Game_C1_Tile_15.jpg|count=3}}
{{Tile|image=Base_Game_C1_Tile_14.jpg|count=5}}
{{Tile|Base_Game_C1_Tile_16.jpg|count=4|config=({{TextS}})}}
{{Tile|image=Base_Game_C1_Tile_15.jpg|count=3}}
{{Tile|Base_Game_C1_Tile_17.jpg|count=3}}
{{Tile|image=Base_Game_C1_Tile_16.jpg|count=4|config=({{TextS}})}}
{{Tile|Base_Game_C1_Tile_18.jpg|count=3}}
{{Tile|image=Base_Game_C1_Tile_17.jpg|count=3}}
{{Tile|Base_Game_C1_Tile_19.jpg|count=4}}
{{Tile|image=Base_Game_C1_Tile_18.jpg|count=3}}
{{Tile|Base_Game_C1_Tile_20.jpg|count=2}}
{{Tile|image=Base_Game_C1_Tile_19.jpg|count=4|config={{Feature|edition=C1|name=Monastery}}}}
{{Tile|Base_Game_C1_Tile_21.jpg|count=9}}
{{Tile|image=Base_Game_C1_Tile_20.jpg|count=2|config={{Feature|edition=C1|name=Monastery}}}}
{{Tile|Base_Game_C1_Tile_22.jpg|count=8}}
{{Tile|image=Base_Game_C1_Tile_21.jpg|count=9}}
{{Tile|Base_Game_C1_Tile_23.jpg|count=4}}
{{Tile|image=Base_Game_C1_Tile_22.jpg|count=8}}
{{Tile|Base_Game_C1_Tile_24.jpg|count=1}}
{{Tile|image=Base_Game_C1_Tile_23.jpg|count=4}}
{{Tile|image=Base_Game_C1_Tile_24.jpg|count=1}}
{{EndTileList}}
{{EndTileList}}
{{TileIllustrations|edition=C1|S=1}}
{{TileIllustrations|edition=C1|S=1}}
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