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

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#REDIRECT [[Base game/sk#First_edition_differences]]{{SEO
#REDIRECT [[Base game/sk#First_edition_differences]]{{SEO
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{{GeneralInfoHeading|heading=2}}
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{| style="float:right;text-align:center;"
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| [[File:Box BaseGame3 C1 CZ.png|frameless|right|200px]]
| [[File:Box BaseGame1 C1 Albi CZ.png|frameless|right|200px]]
|-
||Albi
||Mindok
|}
Nakoľko v roku {{Year|2014}} vyšlo nové vydanie s novou grafickou úpravou známe ako C2 a v roku {{Year|2022}} upravené vydanie známe ako C3, ktoré sú s pôvodnou edíciou (C1) vzájomne kompatibilné, slovenská verzia pravidiel pre pôvodných nebola vytvorená, nakoľko by išlo o duplicitné vytváranie toho istého.
Keďže však existujú rozdiely medzi úplne rannými verziami pravidiel z roku 2000, ktoré však boli upravené hneď v {{Year|2001}} a teda '''{{#expr:{{CURRENTYEAR}}-2001}} rokov neplatné''', pravidlá k základnej hre popisujú tieto rozdiely, s ktorými sa môžete stretnúť v niektorých počítačových spracovaniach alebo na niektorých turnajoch v časti [[Base game/sk#First_edition_differences|'''Zmeny oproti pôvodnej edícii''']] aktuálnych pravidiel hry Carcassonne.
Pre úplné pravidlá prosím choďte na {{BaseGameLink|logo=noborder}}.
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==== 1. Place a tile ====
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As their first action, the player '''must''' draw a tile from one of the stacks. The tile is then
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shown to the other players (so they can ‘advise’ the player about where to place it) and
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placed on the table. The player must take care to observe the following points:
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* 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.
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* Any city, road, and field segments must continue segments already in play. A newly placed land tile must fit the adjacent terrain on all edges. During placement it is not enough to look for only one side that fits. [[File:Base_Game_C1_Example_Note_9.jpg|frame|none|Illegal tile placement]]
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In the rare case that a tile cannot legally be placed anywhere, and all players agree, it is
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removed from the game, and the player draws another.


==== 2. Deploy a follower ====
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When the player has placed the tile, he or she '''may''' deploy a follower. In doing so the following points must be observed:
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* Only one follower may be deployed each turn.
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* The follower must come from the player's supply.
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* The follower may only be deployed to the tile just placed.
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* The player must decide which part of the tile the follower is deployed to  as either:


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<td valign="top">[[File:Base_Game_C1_Deploy_Thief.png|frame|none|a '''thief''' on a road segment]]</td>
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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_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 one of those two field segments. Place farmer lying down!]]</td>
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* 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:
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[[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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[[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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If a player runs out of followers during the course of play, he or she may only place tiles.
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But don't panic: you can also get followers back.
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If you complete a previously unoccupied feature when placing a tile, you do not have to occupy it and earn the points. <ref>
{{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.
</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.
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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.
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|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" />
}}


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{{FAQ|1=On cloister tiles, are we allowed to deploy a follower on the surrounding field segment?
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|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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==== 3. Score completed roads, cities or cloisters ====
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===== A completed road =====
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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.
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<table>
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<td>[[File:Base_Game_C1_Example_Closed_Road_1.png|frame|none|{{ColorRed|RED}} scores 4 points]]</td>
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<td>[[File:Base_Game_C1_Example_Closed_Road_2.png|frame|none|{{ColorRed|RED}} scores 3 points]]</td>
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Whenever points are scored, they are immediately recorded on the scoreboard (more on this in the section about the scoreboard).
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{{FAQ|1=Can a road end in nothing?|
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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" />
}}


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{{FAQ|1=How are the road segments between T-junctions scored? Are the horizontal segments (on top of the T) also ends, or do these count as straight roads that have to be completed elsewhere?|
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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" />
}}


===== A completed city =====
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A city is completed when its segments are fully encompassed by a city wall and there are no gaps within the city.<ref>{{IconArrow}} The [[{{Path|Rio_Grande_Games}}|'''RGG''']]  edition states rather confusingly that “a city is complete when the city is completely surrounded by a city wall and there are no gaps in the wall.” Obviously, a city cannot be completely surrounded by a wall, and the wall have gaps at the same time. It is the city itself which cannot have gaps, as the [[{{Path|Hans_im_Glück}}|'''HiG''']] rules make clear.</ref> There is no limit to how many segments a city may contain.
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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).
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<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.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>
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What happens if there are several followers on a completed road or in a completed city?
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Through the wily placement of land tiles it is quite possible for several thieves to be on a road, or for several knights to occupy a city.
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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.
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[[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
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points, as they both have one knight in the city—a draw!]]


===== A completed cloister (monastery) =====
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A cloister is completed when it is surrounded by eight land tiles. The player who has a monk in the cloister immediately scores '''9 points—1 point for every land tile'''.
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[[File:Base_Game_C1_Example_Closed_Cloister_1.png|frame|none|{{ColorRed|RED}} scores 9 points]]
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===== Returning followers to their owners =====
After a road, city, or cloister has been completed and scored – '''and only then''' – any thieves, knights, or monks involved are returned to their owner. '''From the next turn onwards''', the player can then use them again in whatever role he or she chooses.
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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>
# 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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# Return the thief, knight or monk to your supply.
# Return the thief, knight or monk to your supply.


[[File:Base_Game_C1_Example_Closed_Feature_1.png|frame|none|{{ColorRed|RED}} scores 4 points]]
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[[File:Base_Game_C1_Example_Closed_Feature_2.png|frame|none|{{ColorRed|RED}} scores 3 points]]
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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?
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|[[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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}}
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===== Farms =====
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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
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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.
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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>
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[[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.]]
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[[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 />
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'''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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===== The scoreboard =====
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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 ''Inns and Cathedrals'' expansion.</ref>
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[[File:Base_Game_C1_Example_Scoreboard.jpg|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]]
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=== The End of the Game ===
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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.
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==== Final Scoring ====
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===== Scoring incomplete roads, cities and cloisters =====
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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
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and cloister the owner scores '''1 point for every tile'''. '''Pennants also now score only 1 point'''. As soon as the feature in question has been scored, the followers involved are removed.


[[File:Base_Game_C1_Example_Final_Scoring_1.jpg|frame|none|
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{{ColorRed|RED}} scores 3 points for the incomplete road.
{{ColorYellow|YELLOW}} scores 5 points for the incomplete cloister.
{{ColorBlue|BLUE}} scores 3 points for the incomplete city on the bottom right.
{{ColorGreen|GREEN}} scores 8 points for the large incomplete city.
{{ColorBlack|BLACK}} scores nothing, since {{ColorGreen|GREEN}} has more knights in the city.]]


{{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?
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|[[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.}}
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===== Scoring farms =====
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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
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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
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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.]]
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[[File:Tiles_are_placed.png]] The numbered boxes indicate the order in which the tiles were placed.


<table>
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<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>
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<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.]]
</td>
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Every farm scores the bordering cities in the same way. When this has been done, the game is over.
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The player with the most points wins.<ref>{{IconArrow}} The [[{{Path|Hans_im_Glück}}|'''HiG''']] rules do not have any instructions regarding what to do in case of a tie. The [[{{Path|Rio_Grande_Games}}|'''RGG''']]  rules state that tied players “rejoice in their shared victory.” The [[{{Path|Z-Man Games}}|'''ZMG''']] rules state, “In case of a tie, play another game to determine the winner!”</ref>
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{{FAQ|It is unclear whether incomplete farms earn points during the final scoring.
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|[[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?
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|[[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! }}
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==== Example of farmer scoring ====
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Here is a more detailed example of how farmers and their farms are scored.
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[[File:Base_Game_C1_Example_Farmer_Scoring_1.jpg|frame|none|'''Be careful with the edges of the farm:''' farms are separated from each other by roads, cities (if they don’t lie within the farm) and the edge of the playing field.
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<br /><br />
* '''Farm 1:''' {{ColorBlue|BLUE}} owns farm 1. Two completed cities (A and B) border the farm. For each completed
city {{ColorBlue|BLUE}} scores 3 points (irrespective of their size), or a total of 6 points.
<br /><br />
* '''Farm 2:''' {{ColorRed|RED}} and {{ColorBlue|BLUE}} own farm 2. There are three completed cities (A, B and C) bordering or lying within this farm. {{ColorRed|RED}} and {{ColorBlue|BLUE}} therefore score 9 points each.
<br /><br />
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.
<br /><br />
* '''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 ===
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* The players decide who starts the game by any method they choose—such as by rolling three followers. The first player to ‘roll’ a standing follower decides who plays first. (Thanks to Joff.)
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* To determine the first player; each player draws a tile from the bag, the player that drew the tile with the most roads (0 to 4) plays first, if there is a tie for most roads, a draw-off takes place. This is repeated until someone wins. (Thanks to michael.)
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* Take your next tile at the end of your turn, to give you time to think about placement and avoid analysis paralysis.
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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 youtch.)
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* When playing with a bag for the tiles, the original starting tile may be put into the bag, and unplayable tiles can be put back into the bag rather than set to one side. (Thanks to dwhitworth.)
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* Trees (bushes) on roads do not end the road—only houses do (when the road forks). This makes road building a lot more dynamic. (Thanks to Tobias.)
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* When a tile is the only tile which can currently complete a structure, other players can offer to ‘buy’ it by offering points, trades counter, abbey, and so on. (Thanks to Deatheux.)
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* If you place a tile that fills a hole in the playing field by touching something on all four adjacent sides, you get another turn. This helps motivate people to finish the board even if they do not get an advantage from the placement. (Does not apply to the abbey tile). (Thanks to viberunner.)
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* Incomplete features at the end of the game do not score points at the end of the game. (Thanks to metoth.)
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* The edge of the table limits the playing area. Thus, a player may not place a tile past the edge of the table or move the playing area to place a tile that would have been past the edge of the table. (Thanks to metoth for prompting this one, and to SkullOne for pointing out that this is an official rule from Hunters and Gatherers.)
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* Table borders COMPLETE features as an abbey would. (Thanks to PreGy.)
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* Use colored dice instead of meeples on the scoring track. Start out with the 6 showing on top. When the marker completes one lap, turn it to the number 1 to indicate it has completed one lap. This shows at a glance which player is on what lap and who's ahead. On the 100 space track it’s even easier to determine someone’s score at a glance. (Thanks to Carcking.)
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=== <span id="Use of a Table"></span>Use of a Table ===
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A number of questions have been asked about rules related to the play area itself, including what happens when the edge of the area is reached, or if a table has to be used for play. The following clarifications are from Georg Wild from [[{{Path|Hans_im_Glück}}|'''HiG''']] (5/2013):
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* The edge of the table is the limit for the game if, as stated in the rules, a table is used.
* The rules state that the starting tile is placed in the middle of the table. If all of the tiles are shifted to allow more room, the starting tile would no longer be in the middle. So in principle, total shifting of the tiles is not allowed. Additionally, with a manual shift of all of the tiles, the tiles and figures on the field can slip, which could lead to incorrect positioning of tiles or figures.
* Addition of a second table is possible if one of an appropriate height is added to the first table. If a table is extended (as with an additional panel), make sure that the tiles and figures on the playing field do not slip.
* Playing on the floor: The rules technically do not allow this, because the rules state that the first tile is placed in the middle of the table. Playing on the floor is not forbidden, however, if use of a table is not feasible. If the floor is used, tiles must be placed so all tiles are visible to all players. Tiles cannot be placed under the sofa, cabinet/shelf, etc.
* It is important generally, that all the players in the round agree how to play:
** Table - Standard
** Table - with "total shifting" of tiles
** Table - with extension
** Floor
* Continue to play fairly and not intentionally unfair to other players.


== Tile Distribution ==
{{TileDistributionHeading|title=Zoznam kartičiek {{TextC1}}|heading=2}}
 
<div class="mw-translate-fuzzy">
{{BeginTileList|width=700px|tiles=72}}
{{Tile|image=Base_Game_C1_Tile_01.jpg|count=1}}
{{Tile|image=Base_Game_C1_Tile_02.jpg|count=3}}
{{Tile|image=Base_Game_C1_Tile_03.jpg|count=1}}
{{Tile|image=Base_Game_C1_Tile_04.jpg|count=2}}
{{Tile|image=Base_Game_C1_Tile_05.jpg|count=1}}
{{Tile|image=Base_Game_C1_Tile_06.jpg|count=3}}
{{Tile|image=Base_Game_C1_Tile_07.jpg|count=2}}
{{Tile|image=Base_Game_C1_Tile_08.jpg|count=2}}
{{Tile|image=Base_Game_C1_Tile_09.jpg|count=3}}
{{Tile|image=Base_Game_C1_Tile_10.jpg|count=2}}
{{Tile|image=Base_Game_C1_Tile_11.jpg|count=3}}
{{Tile|image=Base_Game_C1_Tile_12.jpg|count=2}}
{{Tile|image=Base_Game_C1_Tile_13.jpg|count=1}}
{{Tile|image=Base_Game_C1_Tile_14.jpg|count=5}}
{{Tile|image=Base_Game_C1_Tile_15.jpg|count=3}}
{{Tile|image=Base_Game_C1_Tile_16.jpg|count=4|config=({{TextS}})}}
{{Tile|image=Base_Game_C1_Tile_17.jpg|count=3}}
{{Tile|image=Base_Game_C1_Tile_18.jpg|count=3}}
{{Tile|image=Base_Game_C1_Tile_19.jpg|count=4|config={{Feature|edition=C1|name=Monastery}}}}
{{Tile|image=Base_Game_C1_Tile_20.jpg|count=2|config={{Feature|edition=C1|name=Monastery}}}}
{{Tile|image=Base_Game_C1_Tile_21.jpg|count=9}}
{{Tile|image=Base_Game_C1_Tile_22.jpg|count=8}}
{{Tile|image=Base_Game_C1_Tile_23.jpg|count=4}}
{{Tile|image=Base_Game_C1_Tile_24.jpg|count=1}}
{{EndTileList}}
{{TileIllustrations|edition=C1|S=1}}
</div>


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{{FootnoteIconPara}}
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[[Category:Completed]]
[[Category:First Edition]]

Revision as of 13:40, 27 March 2024

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Základné informácie

Box BaseGame3 C1 CZ.png
Box BaseGame1 C1 Albi CZ.png
Albi Mindok

Nakoľko v roku 2014 vyšlo nové vydanie s novou grafickou úpravou známe ako C2 a v roku 2022 upravené vydanie známe ako C3, ktoré sú s pôvodnou edíciou (C1) vzájomne kompatibilné, slovenská verzia pravidiel pre pôvodných nebola vytvorená, nakoľko by išlo o duplicitné vytváranie toho istého.

Keďže však existujú rozdiely medzi úplne rannými verziami pravidiel z roku 2000, ktoré však boli upravené hneď v 2001 a teda 23 rokov neplatné, pravidlá k základnej hre popisujú tieto rozdiely, s ktorými sa môžete stretnúť v niektorých počítačových spracovaniach alebo na niektorých turnajoch v časti Zmeny oproti pôvodnej edícii aktuálnych pravidiel hry Carcassonne.

Pre úplné pravidlá prosím choďte na Základná hra Základná hra.





  1. Complete a road, city or cloister with the new tile.
  2. Deploy a thief, knight or monk.
  3. Score the completed road, city or cloister.
  4. Return the thief, knight or monk to your supply.


Tiles are placed.png The numbered boxes indicate the order in which the tiles were placed.



Zoznam kartičiek C1

Celkovo kartičiek: 72
Base Game C1 Tile 01.jpg 1×
Base Game C1 Tile 02.jpg 3×
Base Game C1 Tile 03.jpg 1×
Base Game C1 Tile 04.jpg 2×
Base Game C1 Tile 05.jpg 1×
Base Game C1 Tile 06.jpg 3×
Base Game C1 Tile 07.jpg 2×
Base Game C1 Tile 08.jpg 2×
Base Game C1 Tile 09.jpg 3×
Base Game C1 Tile 10.jpg 2×
Base Game C1 Tile 11.jpg 3×
Base Game C1 Tile 12.jpg 2×
Base Game C1 Tile 13.jpg 1×
Base Game C1 Tile 14.jpg 5×
Base Game C1 Tile 15.jpg 3×
Base Game C1 Tile 16.jpg 4×
(S)
Base Game C1 Tile 17.jpg 3×
Base Game C1 Tile 18.jpg 3×
Base Game C1 Tile 19.jpg 4×
Base Game C1 Tile 20.jpg 2×
Base Game C1 Tile 21.jpg 9×
Base Game C1 Tile 22.jpg 8×
Base Game C1 Tile 23.jpg 4×
Base Game C1 Tile 24.jpg 1×
(S) - označuje štartovaciu kartičku (s tmavým rubom)