Carcassonne Maps - Basic Rules

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General info and comments

Carcassonne Maps was originally released by HiG in 2019 starting with the map of Germany. Later the same year, additional maps were released: Benelux, France, Great Britain and the Iberian Peninsula (titled Península Ibérica). They were followed by two more maps in 2020: USA East and USA West.

Additionally, Swan Panasia released the map of Taiwan in 2021. In 2022, Swan Panasia also released the other 7 maps available from HiG. These maps include the names of the cities in Chinese, so they are an adapted version of the original ones. These changes do not affect the rules.

In 2022, HiG released the maps of Ukraine and Taiwan. Until this point all of the maps followed the second edition style (C2).

In 2023, HiG released the map of Nordic countries, named Nordics, in the third edition (C3) along with all of the other maps converted into this edition. [1]

Carcassonne Maps provide a variant for the new edition that offers players a new possibility to play Carcassonne by placing tiles on a map. HiG suggest some rules variations, but encourage players to design their own too.

Contents

Carcassonne Maps in C2 (9 items)
Carcassonne Maps in C3 (10 items with the addition of the Nordics map)
  • 1 Carcassonne Map (or 2 Carcassonne Maps if combining the USA Maps).
In addition, you need:
  • Tiles: It is recommended to play with the basic game tiles and the first and second expansions, that is, Exp. 1 - Inns and Cathedrals and Exp. 2 - Traders and Builders (for up to 114 tiles). [2] If using a Big Box with the seven Minis, another option is to play with the basic game tiles, the first expansion, that is, Exp. 1 - Inns and Cathedrals and Minis #4 to #7 (for up to 120 tiles). [3] Players can combine everything they want to try. For each map there is a recommendation of a number of tiles to be used. It is better to play without the additional rules and meeples of the expansions and to use only the tiles.
The number of tiles recommended for each map differs:
  • Benelux: 110-120 tiles
  • France: 110-120 tiles
  • Germany (Deutschland): 110-120 tiles
  • Great Britain: 90-100 tiles
  • Iberian Peninsula (Península Ibérica): 110-120 tiles
  • Nordics: 115-125 tiles
  • Taiwan: 100-110 tiles [4]
  • Ukraine: 110-120 tiles
  • USA West: 110-120 tiles
  • USA East: 110-120 tiles
  • USA West + USA East: 220-240 tiles (You will need twice as many tiles.)
  • Meeples: If possible, each player should play with 9 instead of 7 meeples (+ 1 meeple on the scoring board) [5]


Rules

Preparation

Setting up European Maps

There are several start-squares on each map. On each square there is a small town and they are marked with a red edging. You should start with at least 2 start-squares. Take the starting tile (with the darker backside) and one or 2 random tiles and place all of them on 2 to 3 start-squares. You start your game by placing your first tile next to these tiles.

Example: Some start-squares from different maps [6]

The following table details the number of start-tiles to use for each map: [7]

Carcassone Map Used Start-squares Total Start-squares
Benelux 2 3
France 2 3
Germany 2 3
Great Britain 3 3
Iberian Peninsula (Península Ibérica) 3 4

If you play after the base game rules and without the Maps-Chips expansion rules, you simply ignore the additional prints on the maps (for example, the wine bottles on the France Map, the colored lines on the Iberian Peninsula Map, islands on the Benelux Map, and so on). The general rules stay the same, and some new rules are added when using the Map-Chips.

(Note: to make it easier to read we will be using the words large city and town even if those words do not always represent reality.)


Setting up the Nordics Map

There are three start-squares on each map. They are marked with a brown edging and you should start with 2 of them. Take the starting tile (with the darker backside) and one random tile, and place them on the 2 chosen start-squares on the map. You start your game by placing your first tile next to these tiles.

Example: The start-squares from the Nordics map

If you play after the base game rules and without the Maps-Chips expansion rules, you simply ignore the additional prints on the map except for the highlights. The general rules stay the same, and some new rules are added when using the Map-Chips.

(Note: to make it easier to read we will be using the words large city and town even if those words do not always represent reality.)


Setting up the Taiwan Map

There are two start-squares on the map. On each square there is a mountain and they are marked with a red edging. [8] You should start with these 2 start-squares. Take the starting tile (with the darker backside) and one random tiles and place them on the 2 start-squares. You start your game by placing your first tile next to these tiles.

Example: The start-squares from the Taiwan map

If you play after the base game rules and without the Maps-Chips expansion rules, you don't have to do anything special. The general rules stay the same, and some new rules are added when using the Map-Chips.

(Note: to make it easier to read we will be using the words large city and town even if those words do not always represent reality.)


Setting up the Ukraine Map

There are three start-squares on each map. They are marked with a brown edging and you should start with 2 of them. Take the starting tile (with the darker backside) and one random tile, and place them on the 2 chosen start-squares on the map. You start your game by placing your first tile next to these tiles.

Example: The start-squares from the Ukraine map

If you play after the base game rules and without the Maps-Chips expansion rules, you simply ignore the additional prints on the map (for example, the Chumak spaces). The general rules stay the same, and some new rules are added when using the Map-Chips.

(Note: to make it easier to read we will be using the words large city and town even if those words do not always represent reality.)


Setting up USA Maps

There are two start-squares on each map. They are marked with a brown edging and you should start with both of them. Take the starting tile (with the darker backside) and one random tile, and place them on the 2 start-squares on the map. You start your game by placing your first tile next to these tiles.

USA West: Start-squares on USA West Map marked with arrows.
USA East: Start-squares on USA East Map marked with arrows.

If you play after the base game rules and without the Maps-Chips expansion rules, you simply ignore the additional prints on the maps. The general rules stay the same, and some new rules are added when using the Map-Chips.

(Note: to make it easier to read we will be using the words large city and town even if those words do not always represent reality.)

Special cases for USA Maps

Playing with only one USA map

If you use only one of the two maps, the half-sized squares on the right side of the USA West Map and on the left side of the USA East Map respectively, are not part of the game. Tiles cannot be placed there.

Playing with the USA West Map only: The half-sized squares on the right side, marked in red here, cannot be used.
Playing with the USA East Map only: The half-sized squares on the left side, marked in red here, cannot be used.

Playing with both USA maps

You can also play, using both maps at the same time. When doing so, please note the following:

  • Slide the USA East Map over the USA West Map until you reach the dotted line and fix them together with adhesive tape.
  • As the half-sized squares on the edges of the maps form full-sized squares when using both maps, you may place tiles onto those squares.
  • Use twice as many tiles, hence 220-240 tiles. [9]
  • Place tiles on all 4 start squares.
  • The rules remain the same, but keep in mind, that the two maps form one big map.
Playing with both USA Maps: The maps overlap using the dotted line (see circle) as reference, forming full-size squares where tiles can be placed normally. The result is one big map.

Gameplay

1. Placing a tile

You’re only allowed to place a tile on a pre-printed square. As usual, you have to place a tile next to an already placed one.

Example 1: You place a compatible tile next to the starting tile (in Rostock [10], for instance).

Large cities

On squares with printed large city tiles (for example Berlin, London, Paris, Amsterdam or Barcelona) you cannot place tiles. As soon as you place a tile next to a city tile, it is connected. From now on, everybody can place a tile next to the city tile.

Example 2: You have connected Berlin in the West with a compatible tile. From now on, everybody is allowed to place a tile on the adjacent squares.

Towns

Squares with towns (with a small house, for example Bremen, Bordeaux, Oxford, Strasbourg, Utrecht, Salamanca...) count as normal squares. You are allowed to place tiles according to the general rules. On some Maps the rules for these tiles differ. You find some variants in section Variants below.

Example 3: On this square you are allowed to place tiles according to the general rules.

Border squares with adjacent city or road

Wherever there are cities or roads printed on the "border" of the map you have to place a compatible tile.


Example 4: Here a city on the border was connected with a compatible tile.
Example 5: Here a road on the border was connected with a compatible tile.

Border squares without connection

The "border" of the map is neutral which means that you are allowed to place your tile the way you want if there are no pre-printed cities or roads.

Example 6: In this case, it doesn’t matter how you place your tiles (with regard to the border).

Ferry routes (Benelux map, Iberian Peninsula map, Nordics map and Taiwan map)

If you have connected a ferry route with a road, everybody is allowed to continue this connection on the other end of the road.

Example 7: The ferry has been connected and now each player is allowed to place a compatible tile on the other end of the road.

Waves (Benelux map and Nordics map)

There are three squares marked with waves on the Benelux map. You cannot place a land tile on these squares.

Example 8: A square with waves, where no tile can be placed.

Island squares with coats of arms (Iberian Peninsula map and Taiwan map)

You can only place tiles on island squares on the Iberian Peninsula map if they have been connected with a ferry route from the mainland (see general rules here). If you place a tile on a square with a coat of arms, you'll score 2 points for each coat of arms immediately.

Example 9: The island has been connected to the mainland. You place a tile on the island and you get 4 points immediately (for the two coats of arms).

Nordic highlights (Nordics map)

You can't place a land tile onto a highlight. But you can place any tile next to it. Like at a border square, all features are closed at the side of the highlight. When a highlight is discovered at one side, you can't automatically place tiles at the other sides (unlike a printed city). [11]

Example 10: A Nordic highlight, where no tile can be placed.
2. Placing a meeple

After having placed a tile you are allowed to place a meeple according to the general rules.

3. Scoring a feature

A coat of arms [12] gives you 2 additional points in each scoring no matter if it is part of a road or a city.

1) Large cities

If you complete a large city you score according to the general rules. Pre-printed large city tiles are scored in the same way as a normal city tile. Coats of arms give additional points.

Example 1: Berlin is completed. As the owner, you get 20 points (6 tiles + 4 coats of arms [2 points per coat of arms]).

2a) Border squares with adjacent city or road

Roads which end on the border are automatically completed there. Pre-printed roads or cities are scored as normal tiles. Coats of arms give additional points.

Example 2: Your road is completed (it ends in Denmark. [10]) You get 8 points (4 points for 4 road segments and 4 points for the coats of arms).
Example 3: Your city is completed. You get 10 points (3 city tiles + 2 coats of arms [2 points per coat of arms]).

2b) Border squares without a connection

A city, road or field placed on the border (next to clouds or the sea) is seen as completed. You score them according to the normal rules.

Example 4: Your (half) city is completed because of the border. You get 2 points.

3) Ferry Routes

A ferry route gives you 1 point for the road plus the additional points for the coats of arms on this connection. They are scored when the road is completed.

Example 5: The road with the ferry route is completed. You get 7 points (3 points for the road and 4 points for 2 coats of arms).

4) Monastery on the border

To complete and score a monastery on the border it isn't necessary to place 8 adjacent. Only the surrounding squares (also the diagonal ones) have to be filled with tiles. However, only "real" tiles as well as pre-printed large cities are scored. [13]

Example 6: You score your monastery on the border. You get 6 points (1 point for the monastery and 1 point each for the adjacent tiles).
Final Scoring

As usual, city tiles and coats of arms of cities or roads which haven't been completed score only 1 point each. Coats of arms of uncompleted roads which end in neighboring countries also score 1 point.

Example 7: You get 4 points for the uncompleted road (3 for the tiles and 1 for the coat of arms).
Variant.png
Variants

Towns

You can try using the following additional rules for the town squares:

  1. Placing a tile on top of a town grants you one extra turn immediately. You may only obtain 1 extra turn this way while it is your turn.
  2. Placing a tile on top of a town costs 2 points.
  3. When scoring a road, you get 2 bonus points for each town which is still visible and touches your road (horizontally or vertically).

Tile distribution

C3 Edition

Carcassonne Map: BeneluxCarcassonne Map: Benelux

Total maps: 1
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Carcassonne Map: FranceCarcassonne Map: France

Total maps: 1
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Carcassonne Map: GermanyCarcassonne Map: Germany

Total maps: 1
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Carcassonne Map: Great BritainCarcassonne Map: Great Britain

Total maps: 1
link={{{link}}} ×1

Carcassonne Map: Iberian PeninsulaCarcassonne Map: Iberian Peninsula (Península Ibérica)

Total maps: 1
link={{{link}}} ×1

Carcassonne Map: NordicsCarcassonne Map: Nordics

Total maps: 1
link={{{link}}} ×1

Carcassonne Map: TaiwanCarcassonne Map: Taiwan

Total maps: 1
link={{{link}}} ×1

Carcassonne Map: UkraineCarcassonne Map: Ukraine

Total maps: 1
link={{{link}}} ×1

Carcassonne Map: USA EastCarcassonne Map: USA East

Total maps: 1
link={{{link}}} ×1

Carcassonne Map: USA WestCarcassonne Map: USA West

Total maps: 1
link={{{link}}} ×1

C2 Edition

Carcassonne Map: BeneluxCarcassonne Map: Benelux

Total maps: 1
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Carcassonne Map: FranceCarcassonne Map: France

Total maps: 1
link={{{link}}} ×1

Carcassonne Map: GermanyCarcassonne Map: Germany

Total maps: 1
link={{{link}}} ×1

Carcassonne Map: Great BritainCarcassonne Map: Great Britain

Total maps: 1
link={{{link}}} ×1

Carcassonne Map: Iberian PeninsulaCarcassonne Map: Iberian Peninsula (Península Ibérica)

Total maps: 1
link={{{link}}} ×1

Carcassonne Map: TaiwanCarcassonne Map: Taiwan

Total maps: 1
link={{{link}}} ×1

Carcassonne Map: UkraineCarcassonne Map: Ukraine

Total maps: 1
link={{{link}}} ×1

Carcassonne Map: USA EastCarcassonne Map: USA East

Total maps: 1
link={{{link}}} ×1

Carcassonne Map: USA WestCarcassonne Map: USA West

Total maps: 1
link={{{link}}} ×1

Footnotes

For Icons explanation and licensing please visit Icons page.

  1. Interpretation from the Community This C3 version of the maps include some minor changes and also corrections to some issues previous C2 print runs:
    • Germany:
      • Changes (following the lead of the changes included in the Swan Panasia edition in 2022):
        • Rostock changed to Wismar (town name in a start-square)
        • Ruhrgebiet changed to Essen + Köln (different names used for the same large city printed tiles)
      • Corrections:
        • Correction of road to Poland overlapping coat of arms.
    • Taiwan:
      • Changes:
        • Addition of towns missing in the initial version by HiG: Yunlin and Miaoli
        • Renaming of the Pescadores islands to Penghu, following the version released by Swan Panasia.
        • Inclusion of the original mounts (Mount Snow and Mount Jade) in the start-squares present in the edition by Swan Panasia but later removed by HiG.
      • Corrections:
        • Renaming of one of the Lienchiang islands to Dongyin (the name was duplicated by mistake), following the version released by Swan Panasia in 2022.
    • Ukraine:
      • Corrections:
        • Correction of typo affecting Tscherkassy.
    • USA West:
      • Corrections:
        • Correction of typos affecting Albuquerque, San Antonio and Amarillo.
        • Renaming of Toledo to Ely.
  2. Interpretation from the Community This represents (72 + 18 + 24 =) 114 tiles, as indicated by the original rules for Carcassonne Maps - Germany.
  3. Interpretation from the Community This represents (72 + 18 + 8 + 8 + 8 + 6 =) 120 tiles, as indicated for Carcassonne Maps - Nordics.
  4. Notorious rule difference among editions or publishers The Taiwan Map page on CundCo suggests to use 100-110 tiles due to its smaller size.
    The Taiwan Map rules suggest to use 125-130 tiles including the same expansions as the other maps, so this seems to be a mistake. Besides, the Taiwan Map only has room for 121 tiles.
  5. Official clarification from the publisher If you need additional meeples: you can order sets with 2 extra normal meeples in each colour in the cundco.de webshop.
  6. Interpretation from the Community Note that Rostock has been replaced by Wismar in the latest versions of the German Map: C2 version by Swan Panasia and C3 version by HiG.
  7. Interpretation from the Community These are the same figures required for each Map-Chip expansion.
  8. Notorious rule difference among editions or publishers The C2 version of the Taiwan map released by HiG in 2022 didn't include the mounts in the start-squares. However, the C3 version did include them, following the lead of the version released by Swan Panasia.
  9. Common house rule or variant Use 250-270 tiles when playing with the two maps together to ensure the central part is not left empty. (Thanks to corinthiens13.)
  10. 10.0 10.1 Interpretation from the Community This example assumes you are playing with the Germany map.
  11. Interpretation from the Community A monastery adjacent to a Nordic highlight will not consider it for its scoring. The space occupied by the highlight is considered as a border of the map.
  12. Interpretation from the Community The first versions of the English manuals released by Cundco.de used "emblems" instead of "coat of arms" throughout the rules.
  13. Official clarification from the publisher Pre-printed city and road segments abroad as well as pre-printed ferry routes and Nordic highlights are not taken into consideration when scoring a monastery. Therefore, monastery scoring only takes into consideration:
    • Regular land tiles, as per the normal rules
    • Pre-printed large city tiles that may be adjacent to the monastery
    Thus, features on the border of the map consider pre-printed elements differently when scoring (also shown in the table below):
    • Roads consider regular tiles, pre-printed large city tiles with roads, pre-printed road segments abroad and ferry routes.
    • Cities consider regular tiles, pre-printed large city tiles and pre-printed city segments abroad.
    • Monasteries consider regular tiles and pre-printed large city tiles.
    Feature Regular Feature Tile Pre-printed Large City Tile Pre-printed Feature Segment Abroad Pre-printed Ferry Route Nordic highlight
    Road (road segment) (road segment)
    City (city segment)
    Monastery