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

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[[File:Base_Game_C1_Box_Front_v1.jpg|right|200px]]
{| style="float:right;text-align:center;"
|- 
| [[File:Cover_BaseGame1st_C1_RGG.png|frameless|right|200px]]
| [[File:Box_BaseGame_C1_ZMG.png|frameless|right|200px]]
|-
||Rio Grande Games
||Z-Man Games
|}


== General info and comments == <!--T:1-->
== General info and comments == <!--T:1-->


<!--T:2-->
<!--T:2-->
[[File:Base_Game_C1_Watermark.png|75px|thumb|right|Game C Logo]]
[[File:Base_Game_C1_Watermark.png|frame|right|Game C Logo]]
''originally released by Hans im Glück in {{Year|2000}}''
Originally released by [[Hans im Glück|Hans im Glück]] in {{Year|2000}}


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A clever tile-laying game for 2 to 6 players aged 8 and above by Klaus-Jürgen Wrede
A clever tile-laying game for 2 to 5 players aged 8 and above by Klaus-Jürgen Wrede


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[[File:Base_Game_C1_Tile_Types.jpg|368px|frame|none|<table>
:[[File:Base_Game_C1_Tile_Types.png|368px|frame|none|<table>
<tr>
<tr>
<td colspan="2" style="width:368px;">Tile description and features:</td>
<td colspan="2" style="width:368px;">Tile description and features:</td>
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* '''48 followers''' in six colors<ref>{{IconWorld}} As far as the [[Variants#Big Box|Big Box]] is concerned, the sixth set of (gray) followers is a part of the basic game, not [[Inns and Cathedrals (1st edition)|Inns and Cathedrals]]. Additionally, [[Variants#Big Box 5|Big Box 5]] adds purple and pink followers for up to 8 players. Meeples in a additional colors can be acquired online.</ref>:
* '''40 followers''' in five colors<ref>{{IconWorld}} This is not mentioned in the [[Variants#Big Box|Big Box]], [[Variants#Big Box 2|Big Box 2]], [[Variants#Big Box 3|Big Box 3]], [[Variants#Big Box 4|Big Box 4]]  rules. The sixth player (gray) is listed here directly at the base game and not at [[Inns and Cathedrals (1st edition)|Inns and Cathedrals]]. This makes the rules clearer. Additionally, [[Variants#Big Box 5|Big Box 5]] adds purple and pink followers for up to 8 players. Meeples in a additional colors can be acquired online.</ref>:


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[[File:Base_Game_C1_Followers.jpg|frame|none|Followers in six colors]]
:{| class="wikitable"
|- style="height:5px;"
| style="width:5px; border-right:0px; border-bottom:0px; padding:0;"|
| style="border-right:0px; border-left:0px; padding:0;"|
| style="width:5px; border-left:0px; border-bottom:0px; padding:0;"|
|- style="background-color:#ffffff; style="vertical-align:bottom;" 
| style="width:1px; border-bottom:0px; border-top:0px; padding:0;"|
| style=" padding:0;"|[[File:Followers_Base.png|x50px|center]]
| style="width:1px; border-bottom:0px; border-top:0px; padding:0;"|
|- style="vertical-align:top; text-align:center; font-size: 80%;"
| style="width:1px; border-right:0px; border-top:0px; padding:0;"|
| style="border-right:0px; border-left:0px; padding:0;"|Followers in five colors
| style="width:1px; border-left:0px; border-top:0px; padding:0;"|
|}


{{FAQ|Too few followers—are we playing wrong or are there really too few?|
<!--T:132-->
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|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.
[[File:Base_Game_C1_Meeples_Footer_Note_2.jpg|frame|none|Follower set]]
}}
}}


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[[File:Base_Game_C1_Scoreboard.jpg|frame|none|Scoreboard]]
[[File:Base_Game_C1_Scoreboard.png|frame|none|Scoreboard]]


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<td valign="top">[[File:Base_Game_C1_Deploy_Knight.png|frame|none|a '''knight''' in a city segment]]</td>
<td valign="top">[[File:Base_Game_C1_Deploy_Knight.png|frame|none|a '''knight''' in a city segment]]</td>
<td valign="top">[[File:Base_Game_C1_Deploy_Monk.png|frame|none|a '''monk''' on a cloister (monastery)]]</td>  
<td valign="top">[[File:Base_Game_C1_Deploy_Monk.png|frame|none|a '''monk''' on a cloister (monastery)]]</td>  
<td valign="top">[[File:Base_Game_C1_Deploy_Farmer.png|frame|none|a '''farmer''' on on one of those two field segments. Place farmer lying down!]]</td>
<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>
</tr>
</tr>
</table>
</table>
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<!--T:34-->
[[File:Base_Game_C1_Example_Placing_Meeple_1.jpg|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.]]


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<!--T:35-->
[[File:Base_Game_C1_Example_Placing_Meeple_2.jpg|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.]]


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But don't panic: you can also get followers back.
But don't panic: you can also get followers back.


If you complete a previously unoccupied feature when placing a tile, you do not have to occupy it and earn the points. 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>
<!--T:133-->
If you complete a previously unoccupied feature when placing a tile, you do not have to occupy it and earn the points. 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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If any feature was completed through the placement of the tile, it must now be scored. If not, the player’s turn is over, and it is the turn of the next player on the left.
If any feature was completed through the placement of the tile, it must now be scored. If not, the player’s turn is over, and it is the turn of the next player on the left.


{{FAQ|We have difficulty deciding when a placed tile represents a new city or belongs to one already being built.
<!--T:134-->
|'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. [[File:Base_Game_C1_Example_Note_7.jpg|frame|none|Corner to corner]]
{{FAQ|1=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" />
}}
}}




{{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?
<!--T:135-->
|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. [[File:Base_Game_C1_Example_Note_14.jpg|frame|none|Only one follower can be deployed per turn]]
{{FAQ|1=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" />
}}
}}


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<table>
<table>
<tr>
<tr>
<td>[[File:Base_Game_C1_Example_Closed_Road_1.jpg|frame|none|{{ColorRed|RED}} scores 4 points]]</td>
<td>[[File:Base_Game_C1_Example_Closed_Road_1.png|frame|none|{{ColorRed|RED}} scores 4 points]]</td>
<td>[[File:Base_Game_C1_Example_Closed_Road_2.jpg|frame|none|{{ColorRed|RED}} scores 3 points]]</td>
<td>[[File:Base_Game_C1_Example_Closed_Road_2.png|frame|none|{{ColorRed|RED}} scores 3 points]]</td>
</tr>
</tr>
</table>
</table>
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Whenever points are scored, they are immediately recorded on the scoreboard (more on this in the section about the scoreboard).
Whenever points are scored, they are immediately recorded on the scoreboard (more on this in the section about the scoreboard).


{{FAQ|Can a road end in nothing?|
<!--T:136-->
No, like all the usual land tiles, a road segment must continue to another road segment on all edges. [[File:Base_Game_C1_Example_Note_16.jpg|frame|none|Illegal road placement]]
{{FAQ|1=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" />
}}
}}




{{FAQ|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?|
<!--T:137-->
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. [[File:Base_Game_C1_Example_Note_17.jpg|frame|none|Scoring of road between juctions]]
{{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?|
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" />
}}
}}


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<table>
<table>
<tr>
<tr>
<td>[[File:Base_Game_C1_Example_Closed_City_1.jpg|frame|none|{{ColorRed|RED}} scores 8 points (three city segments and one pennant)]]</td>
<td>[[File:Base_Game_C1_Example_Closed_City_1.png|frame|none|{{ColorRed|RED}} scores 8 points (three city segments and one pennant)]]</td>
<td>[[File:Base_Game_C1_Example_Closed_City_2.jpg|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>
<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>
</tr>
</tr>
</table>
</table>
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<!--T:52-->
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[[File:Base_Game_C1_Example_Closed_City_3.jpg|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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[[File:Base_Game_C1_Example_Closed_Cloister_1.jpg|frame|none|{{ColorRed|RED}} scores 9 points]]
[[File:Base_Game_C1_Example_Closed_Cloister_1.png|frame|none|{{ColorRed|RED}} scores 9 points]]


===== Returning followers to their owners ===== <!--T:56-->
===== Returning followers to their owners ===== <!--T:56-->
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[[File:Base_Game_C1_Example_Closed_Feature_1.jpg|frame|none|{{ColorRed|RED}} scores 4 points]]
[[File:Base_Game_C1_Example_Closed_Feature_1.png|frame|none|{{ColorRed|RED}} scores 4 points]]
[[File:Base_Game_C1_Example_Closed_Feature_2.jpg|frame|none|{{ColorRed|RED}} scores 3 points]]
[[File:Base_Game_C1_Example_Closed_Feature_2.png|frame|none|{{ColorRed|RED}} scores 3 points]]
<hr />
<hr />
<br />
<br />
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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?
|[[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.
}}


===== Farms ===== <!--T:60-->
===== Farms ===== <!--T:60-->


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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, cities, or rivers which cannot be circumvented, or the edge of the
Several connected field segments form a farm. 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
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|Farm boundaries]]
game and are never returned to their owner!''' <ref>{{IconBook}} Okay, “never” is a long time. In reality, some special mechanics in some expansions ([[The Festival (1st edition)|Festival]] tiles, [[The Princess and The Dragon (1st edition)|the Dragon]], 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.
</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!''' <ref>{{IconBook}} Okay, “never” is a long time. In reality, some special mechanics in some expansions (Festival tiles, the Dragon, 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.


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Farms are separated from each other by roads, cities and the edge of the playing field –
Farms are separated from each other by roads, cities and the edge of the playing field – this is important during the final scoring. 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. <ref>{{IconBook}} River segments also separate farms. (08/2014)</ref>
this is important during the final scoring.<ref>{{IconBook}} River segments also separate farms. (08/2014)</ref>


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<!--T:63-->
[[File:Base_Game_C1_Example_Farm_1.jpg|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.]]
[[File:Base_Game_C1_Example_Farm_2.jpg|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.]]


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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.jpg|frame|none|"50"/"100" tiles and a scoring marker after 50 points.]]
<!--T:139-->
'''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]]


=== The End of the Game === <!--T:67-->
=== The End of the Game === <!--T:67-->
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The first things to be scored during the final scoring are the '''incomplete''' roads, cities and cloisters. For every incomplete road, city
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 every segment'''. '''Pennants also now score only 1 point'''.<ref>{{IconBook}} '''Question:''' Final scoring: segments of incomplete roads. 1 point per follower
and cloister the owner scores '''1 point for every segment'''. '''Pennants also now score only 1 point'''. As soon as the feature in question has been scored, the followers involved are removed.
or 1 point per road segment? Cloister: 1 point for every neighbouring 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 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 neighbouring tile. When there are five tiles surrounding the cloister it earns 6 in total. [[File:Base_Game_C1_Example_Note_29.jpg|frame|none|Scoring incomplete roads]]</ref> As soon as the feature in question has been scored, the followers involved are removed.


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{{ColorGreen|GREEN}} scores 8 points for the large incomplete city.
{{ColorGreen|GREEN}} scores 8 points for the large incomplete city.
{{ColorGreen|BLACK}} scores nothing, since {{ColorGreen|GREEN}} has more knights in the city.]]
{{ColorGreen|BLACK}} scores nothing, since {{ColorGreen|GREEN}} has more knights in the city.]]
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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?
|[[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.}}


===== Scoring farms ===== <!--T:73-->
===== Scoring farms ===== <!--T:73-->


<!--T:74-->
<!--T:74-->
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.<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. [[File:Base_Game_C1_Example_Note_30.jpg|frame|none|Scoring "incomplete" farms]]</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! [[File:Base_Game_C1_Example_Note_31.jpg|frame|none|Scoring farms closed off by roads]]</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.</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}} 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
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
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>
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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<!--T:77-->
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.
Every farm scores the bordering cities in the same way. When this has been done, the game is over.


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<!--T:78-->
The player with the most points wins.<ref>{{IconArrow}} The [[Hans_im_Glück|'''HiG''']] rules do not have any instructions regarding what to do in case of a tie. The [[Rio_Grande_Games|'''RGG''']]  rules state that tied players “rejoice in their shared victory.” The [[Z Man Games|'''ZMG''']] rules state, “In case of a tie, play another game to determine the winner!”</ref>
The player with the most points wins.<ref>{{IconArrow}} The [[Hans_im_Glück|'''HiG''']] rules do not have any instructions regarding what to do in case of a tie. The [[Rio_Grande_Games|'''RGG''']]  rules state that tied players “rejoice in their shared victory.” The [[Z Man Games|'''ZMG''']] rules state, “In case of a tie, play another game to determine the winner!”</ref>
<!--T:141-->
{{FAQ|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.}}
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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?
|[[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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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.
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.
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* '''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 2, so {{ColorYellow|YELLOW}} scores 12 points.]]
* '''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.]]


=== House Rules === <!--T:83-->
=== House Rules === <!--T:83-->
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* 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 youth.)
* 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.)


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