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

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* The player must decide which part of the tile the follower is deployed to  as either:
* The player must decide which part of the tile the follower is deployed to  as either:


<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}}


* 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:
* 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:


{{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}}


{{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}}


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.
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.


{{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]]
}}


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.
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===== A completed road =====
===== A completed road =====


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.  


A player who has a thief on this completed road scores as many points as the road is long, decided by counting the number of tiles.
A player who has a thief on this completed road scores as many points as the road is long, decided by counting the number of tiles.


<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}}




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|title=Can a road end in nothing?|
{{FAQ|title=Can a road end in nothing?
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" />
|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" />
}}
}}




{{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?|
{{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?
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" />
|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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A player who has a knight in a completed city scores 2 points for every city segment. <ref>{{IconArrow}} Note that the so-called ‘small city’ rule is no longer used in any edition. This rule stated that a city of two segments—the smallest possible completed city— scored only 2 points, or 1 point per tile. Pennants in a small city also scored only 1 point each. However, small cities are now scored in the same way as every other city: that is, 2 points for every city segment, and 2 points per pennant.</ref> Every pennant (banner / shield symbol) scores an extra 2 points. 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).
A player who has a knight in a completed city scores 2 points for every city segment. <ref>{{IconArrow}} Note that the so-called ‘small city’ rule is no longer used in any edition. This rule stated that a city of two segments—the smallest possible completed city— scored only 2 points, or 1 point per tile. Pennants in a small city also scored only 1 point each. However, small cities are now scored in the same way as every other city: that is, 2 points for every city segment, and 2 points per pennant.</ref> Every pennant (banner / shield symbol) scores an extra 2 points. 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).


<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}}


What happens if there are several followers on a completed road or in a completed city?
What happens if there are several followers on a completed road or in a completed city?
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The points are then scored by the player with the most thieves or knights. In the case of a draw, all players involved score the full number of points.
The points are then scored by the player with the most thieves or knights. In the case of a draw, all players involved score the full number of points.


[[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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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>
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>


[[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.]]


{{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]]
'''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 ===
=== The End of the Game ===
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===== Scoring farms =====
===== Scoring farms =====


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>


[[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}}


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


<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}}


Every farm scores the bordering cities 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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