Bridges, Castles and Bazaars (1st edition)

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General info and comments

BCB C1 watermark.png

Bridges, Castles and Bazaars was originally released by Hans im Glück in 2010.

This is the eighth major expansion for Carcassonne and introduces some new aspects to the game. Travelling traders arrive in the land and organize bazaars, in which haggling is considered an art. At the same time, engineers are expanding the road network with modern bridges, and small castles are being built everywhere to defend the region.

New features/things are:

  • Bridges
  • Castles
  • Bazaars

A Carcassonne expansion is not really a Carcassonne expansion when there are no new tiles, so in the box you also find 18 tiles that represent city segments, road segments and cloisters in new configurations plus the addition of bazaars which will help create much more than a beautiful landscape.

Contents

  • 12 new land tiles
  • 12 castle tokens
  • 12 wooden bridges

Rules

Preparation

The twelve new land tiles should be mixed with those of the basic game. Over the course of play they will be drawn and placed according to the usual rules.

Every player receives bridges and castles as follows, depending on the number of players:

  • With two to four players, each receives three bridges and three castles
  • With five or six players, each receives two bridges and two castles

All the rules for Carcassonne remain the same, except for the following additions.

Placing a tile

The players draw and place tiles according to the usual rules. [1]

The Bazaar

When a tile with a bazaar on it is drawn, the player should place it as usual (including placing a follower, scoring, and even not placing it if there is no place for it). [2] [3]

Then a bazaar will take place, in which land tiles will be ‘auctioned’. [4]

The active player uncovers as many land tiles as there are players. Then the next player selects one of the tiles and declares how many points he or she would bid to keep it (it is possible to offer 0 points!). In the usual order, the rest of the players may make one bid: either they raise the current bid, or they pass.

When all players have either made a bid or passed, the player who selected the tile must make a decision, either:

  • to buy the tile from the highest bidder, paying them the number of points bid, or
  • to sell the tile to the highest bidder, receiving the points bid from them in return.

As such, the score of one player will be reduced on the scoreboard, and the score of another increased. If the player who selected the tile is the only one who made a bid, then the points should be subtracted from his or her score, but not awarded to anyone else. Players may bid more than they have and move their markers behind 0 on the scoring board. In this case they can place the marker on its side to show it is negative. [5] [6]

It is then the turn of the next player who has not received a tile during this bazaar. [7] Anyone who has already received a tile may no longer take part in the bidding. The last tile may be taken without payment by the remaining player who has not received a tile.

After all the tiles have been auctioned, all players place their purchased tiles as in a normal turn. [8] This begins with the player after the active player.

Example with three players:
RED draws a tile with a bazaar. She places and deploys a follower to it. Then she uncovers three tiles.
* BLUE is next in the order of play, selects a tile and bids 2 points for it. GREEN passes, while RED bids 3 points. BLUE (the auctioneer) wants to keep the tile, so pays RED (the highest bidder) the 3 points; that is, BLUE reduces her score by 3 and increases that of RED by 3.
* Now GREEN selects a tile and bids 2 points for it. RED bids 3 points, and BLUE cannot bid. GREEN gives him the tile and receives 3 points.RED’s score decreases by 3.
* There is now only one tile left, which GREEN receives for free.
Beginning with BLUE, all players place their purchased tiles as in a normal turn.

Too few tiles: If a player places a bazaar and there are not enough face-down tiles for all players, no tile auction occurs. The players ignore the bazaar on the tile and the tile is played as normal. [9]

No chain reaction: If, through the placement of a bazaar tile, another bazaar tile is purchased and placed, no further tiles should be uncovered and auctioned. Only when all the uncovered tiles have been allocated and placed can another bazaar take place. [10]

Variation: As many tiles should be uncovered as there are players. Beginning with the next player, in turn each player selects one of the tiles and places it as in a normal turn. This continues until all the uncovered tiles have been allocated, and then the game continues as normal. [11] [12]

Bridges

BCB C1 Bridge.png

During his or her turn, [13] and in addition to placing a tile and deploying a follower, a player may build one bridge. [14] The bridge continues a road; that is, it carries the road over the tiles and counts exactly the same as a road segment on a land tile. [15] [16]

To build a bridge, the following conditions must be met:

  • The bridge may be built on the tile which was just placed, or on an adjacent tile which touches it on one side.
  • Both ends of the bridge must lie on a field (not on a city, road, river, or so on).

A player may also place the tile so that a road ends at a farm when he or she then continues the road with a bridge. A follower may be deployed to the tile; if the bridge is built on the tile being placed, the follower may be deployed to the bridge. [17] Farms or cities under a bridge are not divided. Also, several bridges may be built next to each other. [18] [19]


Building a bridge on the tile being placed: RED expands her city. As the new tile has no road segments, she builds a bridge to carry the road over the new city segment.
Next turn: BLUE completes his road and receives 3 points (like a normal road segment, the bridge scores 1 point)
Building a bridge on a tile adjacent to the tile being placed: RED places a tile and occupies the road. With a bridge she carries the road over the city segment on the adjacent tile.
Bridges can also be built next to each other and over cloisters, even ones which are already occupied.
Building a bridge here is not allowed, as one end of the bridge lies on a road.

Castles

Castle token
With her tile, RED creates a small city and converts it into a castle.

When a player creates a town – which consists of only two semi-circular city segments [20] – the occupier may choose to complete and score it in the usual way (for 4 points), or to convert it into a castle. [21] To convert it, the occupier places one of his or her castle tokens over the city and moves the follower occupying it into the castle. [22] [23] A town which has been converted to a castle is considered to be incomplete.

No points are scored on building a castle. The player receives points only when the first structure (cloister, city, or road) in its vicinity [24] is completed during a subsequent turn. [25] [26] More precisely, a segment of the structure being completed must be one or more of the tiles adjacent to the castle. The adjacent tiles are the two on which the castle lies, the two tiles to its left, and the two to its right - a total of six tiles.

The tiles 1-6 are adjacent to the RED castle. The occupier could score points from the following structures:
• the CLOISTER on 1
• the ROAD on 1
• the CITY at the top of 3
• the CITY on the right side of 6
(The small city on 3 and 6 was scored before the construction of the castle, and so generates no more points.)

The castle is only considered to have been completed when a structure (cloister, city, road, or another castle) which lies on at least one of the six adjacent tiles is completed. The occupier of the structure and the occupier of the castle both receive the full score [27] for the structure. Then the follower from the castle is returned to the player’s supply; the castle token remains where it is.

Example of scoring castles: BLUE completes his city and scores 20 points. As a segment of the city lies on a tile (6) adjacent to the castle, and it is the first structure to be completed since the castle was built, RED also receives 20 points. Both followers are then returned to their owners.

The following rules are also valid:

  • A cloister is only considered to be adjacent when the cloister itself lies on one of the six tiles (such as tile 1 in the examples above); it is not sufficient for one of the eight tiles surrounding the cloister to be adjacent.
  • The follower in the castle always receives points for the next structure to be completed. It may not be left in play in order to receive points for a structure which might be completed later.
  • It does not matter whether the structure completed actually scores any points. The castle still receives points for a completed structure which is not occupied by a follower. [28]
  • Should the placement of a tile simultaneously complete more than one structure adjacent to the castle, the occupier of the castle may decide which of them to receive points for. A castle receives points for only one completed structure.
  • As a town which is converted into a castle is not considered to have been completed, it is possible for two occupied castles to be located next to each other. In this case, when one of the castles score points, it counts as a completed structure for the other, and both receive the same points.
  • At game end, all uncompleted castles score no points and their followers are removed from the board. A castle gets no points from farms in its vicinity.
  • When converting to a castle, it does not matter whether the small city was already occupied by a follower in the first half of the city, or by the active player deploying a follower to the second half during his or her turn.
  • Castles separate fields in the same way as a town does.
  • A knight on a castle cannot be attacked by the dragon. [29] [30]
  • A player can use the wagon to build a castle. [31] If a mayor is on the castle, it does not earn points for the castle, because there is never a pennant there. [32]

When scoring farmers at game end, a castle on a farm scores 4 points (instead of the 3 usual for a city), or 5 points with a pig ( Traders and Builders) or barn (Abbey and the Mayor). [33] [34] [35] [36]

Tile distribution

Total Tiles: 12

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Footnotes

For Icons explanation and licensing please visit Icons page.

  1. Official clarification from the publisher The yellow ground of a bazaar ends a road. This is slightly different from crossings or bushes, as the wagon cannot cross a bazaar to the other side, since it is a feature. (modified 10/2013)
  2. Notorious rule difference among editions or publishers The portion in parentheses is specific to the RGG edition and serves to clarify that the bazaar action occurs at the end of the turn, after scoring, not immediately after tile placement.
  3. Official clarification from the publisher The bazaar takes place after the tile is drawn and placed. Thus, if the tile cannot be placed and is discarded, the bazaar will not occur. (10/2014)
  4. Official clarification from the publisher Question: What is the order of events if the bazaar tile extends a feature with a builder? Answer: If you draw a bazaar tile and can perform your builder-turn, first take the appropriate number of face-down tiles and then perform your builder-turn. After that, perform the bazaar and the auction. Then a new round with a special property starts – each player has an open and known tile instead of drawing an unknown tile, and you cannot place your abbey as your first tile. If you placed your auctioned tile and you can perform a builder-turn, you can choose to place your abbey or draw a new unknown tile. If any player draws a new bazaar tile [for his or her builder-turn], it will be ignored until the last player who has an auctioned tile finishes his turn (including his builder-turn, if possible). If the next player draws a new tile with the bazaar effect, a new bazaar will be triggered.

    In other words: Draw bazaar -> draw the tiles (still face-down) -> **start ignoring any further new bazaars** -> perform builder-turn -> turn tiles face-up and perform the auction -> 1st Player with auctioned tile -> 1st player’s builder-turn -> next player with auctioned tile -> next player’s builderturn -> -> last player with auctioned tile -> last player’s builder-turn -> **stop ignoring any new bazaars** -> player who drew a new bazaar in his/her builder turn -> back to start. (confirmed 5/2013)
  5. Notorious rule difference among editions or publishers The HiG edition of Big Box 3 rewords this sentence to state “At the very beginning of the game, it is possible for a player to have fewer than 0 points through an auction.”
  6. Notorious rule difference among editions or publishers The ZMG edition states that “a player may not bid more points than he has,” which is a significant departure from the original rule. (5/2014)
  7. Notorious rule difference among editions or publishers The RGG edition of Big Box 3 adds, “it could be the same player if he did not buy the tile he chose.”
  8. Official clarification from the publisher This would allow a player placing a purchased tile onto a city with a builder to draw another tile before others play their auction tiles, as a “double turn” is part of a normal turn.
  9. Notorious rule difference among editions or publishers This rule is found only in the RGG edition of Big Box 3.
  10. Interpretation from the Community Note that a purchased bazaar tile will not trigger an auction, but any drawn bazaar tile will trigger an auction. Nonetheless, as discussed in a previous footnote, the auction may not happen immediately if the drawing of the tile occurred during a builder-turn.
  11. Notorious rule difference among editions or publishers The RGG edition of Big Box 3 adds, “Thus, each player places one tile for no cost - thus, no auction!”
  12. Notorious rule difference among editions or publishers The ZMG edition states that the variant rule should be used if a bazaar tile is drawn and all players have 0 points (as the ZMG rules do not allow negative scores). (5/2014)
  13. Interpretation from the Community Of particular note here is that a specific part of the turn for bridge placement is not specified. Obviously one must be placed immediately after tile placement if the tile placement would otherwise be illegal, and a bridge must be placed before a follower if the follower is to be placed on the bridge. However, one could envision a situation where the bridge is not needed for tile placement (e.g. a straightforward attachment on 1 edge) but for strategic reasons the player later in the turn opts to place a bridge on that tile (or even the adjacent one) such that the bridge ends are on tile edges that do not touch other tiles.
  14. Official clarification from the publisher Note the use of the word “may” in the statement. A player is not required to use a bridge to place a tile, even if that tile would otherwise have to be discarded. The player has the choice to use the bridge to place the tile or just discard the tile. (10/2014)
  15. Official clarification from the publisher As with normal roads, each end of the bridge must continue a road segment (or bridge) already in play or must be adjacent to an empty place for a tile. (12/2014)
  16. Interpretation from the Community As the bridge is counted just like a printed road segment, any completed road that includes a bridge and a printed road segment on the same tile still only scores 1 point for the tile. (2/2014)
  17. Interpretation from the Community It is clear from this that the bridge is generally built before deploying a follower.
  18. Official clarification from the publisher One tile cannot have 2 bridges running perpendicular to each other. The rules state that the bridge must lie on a field, and if bridges are stacked, one end of the top bridge will not touch the field.
  19. Official clarification from the publisher A bridge that would potentially span a tower foundation does not prevent the growth of that tower, and that a tower that was already present does not prevent bridge placement. If the two structures would interfere with each other, the tower pieces can be moved so that they are no longer on the tower foundation symbol. Both structures can then be placed without conflict. (11/2013)
  20. Official clarification from the publisher This excludes small cities which do not consist of two semi-circular segments, such as might be constructed using the cfrf tile with the triangular city segment shown in the Tile Distribution list below.
    Notorious rule difference among editions or publishers The ZMG rules, however, state that a small city consisting of “two city end segments” would qualify for castle placement, which would allow use of the triangular city segment. (5/2014)
  21. Official clarification from the publisher A city under siege (or under attack from Cathars) can be converted to a castle, and it is handled as a normal castle. The siege or Cathar attack is ignored after conversion to a castle.
  22. Interpretation from the Community Note that this is after the Move Wood phase and does not itself constitute a Move Wood phase (and might not even involve the active player). (5/2013)
  23. Notorious rule difference among editions or publishers The ZMG rules refer to this follower as a “lord”. The HiG rules continue to call this follower a knight, as he was in the city. (5/2014)
  24. Notorious rule difference among editions or publishers The ZMG rules call the vicinity of the castle its “fief”. (5/2014)
  25. Notorious rule difference among editions or publishers The RGG version of the rules states that the castle scores only “when the first feature … in the vicinity of the castle is later completed” (emphasis added) – while a subsequent turn is not specifically mentioned, it seems apparent in both rule sets that a feature that is completed on the turn that the castle is built does not allow the castle to score.
  26. Official clarification from the publisher When playing with German / Dutch & Belgian Monasteries: Because an abbot scores only at the end of the game, and this monastery is never considered completed, a monastery with an abbot will not score points for a follower in a castle. (5/2014)
  27. Interpretation from the Community This is after any bonuses or penalties (such as the Cathedral or Witch) are accounted for. (4/2014)
  28. Interpretation from the Community Note that this statement essentially indicates that points are tallied for all completed features, even unoccupied ones. However, generally nobody scores (receives those points) for an unoccupied feature. (2/2015)
  29. Official clarification from the publisher Followers in castles are safe from towers, the dragon, and the plague, as those things affect the tile directly, and castles are not present on a specific tile.
  30. Official clarification from the publisher An additional bullet point rule added to Big Box 3 stated “A player can place the fairy in a castle. If it is there during the castle scoring, it scores 3 points for the player.” However, according to official clarifications, this rule is incorrect. The fairy cannot be placed in a castle, as it should only be placed on features on a discrete tile.
  31. Notorious rule difference among editions or publishers The RGG Big Box 3 stated that the “wagon effect” could be used to build a castle, suggesting that the special wagon move could allow a castle to be built outside of the normal turn order or could violate the requirement that the feature receiving the wagon be incomplete, but this is not the case. (01/2015)
  32. Notorious rule difference among editions or publishers The last 3 bullet points were first included in the Big Box 3 edition of the rules.
  33. Interpretation from the Community Presumably the pig-herd tile also grants an extra point to farms for each castle, although this would have to be clarified.
  34. Interpretation from the Community The RGG Big Box 3 scoring guide at the end of the rules claims that farms only score points for completed castles, but this is presumably a misprint, as there is no indication in the rules that this is actually true (especially as followers from incomplete castles are removed, so there would be no way to tell which castles were incomplete and which were complete when scoring farms).
  35. Official clarification from the publisher Castles do not count as cities for the purposes of scoring for the King. Castles do count for scoring of the Famine sector of The Wheel of Fortune, as this is effectively a scoring of farms. Followers from the City of Carcassonne cannot move to a castle.
  36. Official clarification from the publisher A city under siege (or under attack from Cathars) can be converted to a castle, and it is handled as a normal castle. The siege or Cathar attack is ignored after conversion to a castle.