Carcassonne Landkaarten - Basisregels

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Hoofdpagina > Carcassonne Kaarten > Carcassonne Kaarten - Basisregels

Algemene informatie en opmerkingen

Carcassonne Kaarten is oorspronkelijk uitgebracht door Hans im Glück in Template:Year nl, te beginnen met de kaart van Duitsland. Later dat jaar kwamen er nog meer kaarten uit: Benelux, Frankrijk, Groot-Brittannië en het Iberisch schiereiland (getiteld Península Ibérica). Ze werden gevolgd door nog twee kaarten in Template:Year nl: VS Oost en VS West.

Carcassonne Kaarten biedt een variant voor de nieuwe editie die spelers een nieuwe mogelijkheid biedt om Carcassonne te spelen door tegels op een kaart te plaatsen. HiG suggereert enkele variaties in de regels, maar moedigt spelers aan om ook hun eigen regels te bedenken.

Speelmateriaal

Carcassonne Kaarten
  • 1 Carcassonne Kaart (of 2 Carcassonne Kaarten als u de kaarten van de VS combineert).
Bovendien heb je nodig:
  • Tegels: Het wordt aanbevolen om te spelen met de basisspeltegels en de eerste en tweede uitbreidingen, dat zijn, Uitbr. 1 - Kathedralen en Herbergen en Uitbr. 2 - Kooplieden en Bouwmeesters. [1] Spelers kunnen alles combineren wat ze willen proberen. Voor elke kaart is er een aanbeveling van het aantal te gebruiken tegels. Het is beter om zonder de aanvullende regels en meeples van de uitbreidingen te spelen en alleen de tegels te gebruiken.
Het aantal aanbevolen tegels voor elke kaart verschilt:
  • Benelux: 110-120 tegels
  • Frankrijk: 110-120 tegels
  • Duitsland(Deutschland): 110-120 tegels
  • Groot Brittanië: 90-100 tegels
  • Iberisch schiereiland (Península Ibérica): 110-120 tegels
  • VS West: 110-120 tegels
  • VS Oost: 110-120 tegels
  • VS West + VS Oost: 220-240 tegels(U heeft twee keer zoveel tegels nodig.)
  • Meeples: Indien mogelijk speelt elke speler met 9 in plaats van 7 meeples (+ 1 meeple op het scorebord) [2]


Spelregels

Voorbereiding

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

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 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. [3]
  • 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.

Spelverloop

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 [4], 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 and Iberian Peninsula 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)

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)

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).

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 [5] 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. [4] ) 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. [6]

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).

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 instant extra turn. This can only be done once within one draw.
  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).

Tegelverdeling

Carcassonne Kaart - Benelux

Total Maps: 1

Maps C2 Map Benelux.jpg
 x1

Carcassonne Kaart - Frankrijk

Total Maps: 1

Maps C2 Map France.jpg
 x1

Carcassonne Kaart - Het Verenigd Koninkrijk

Total Maps: 1

Maps C2 Map British Isles.jpg
 x1

Carcassonne Kaart - Duitsland

Total Maps: 1

Maps C2 Map Germany.jpg
 x1

Carcassonne Maps - Iberian Peninsula (Península Ibérica)

Total Maps: 1

Maps C2 Map Iberian Peninsula.jpg
 x1

Carcassonne Kaart - USA Oost

Total Maps: 1

Maps C2 Map USA East.jpg
 x1

Carcassonne Kaart - USA West

Total Maps: 1

Maps C2 Map USA West.jpg
 x1

Voetnoten

Ga voor licentie en uitleg over de pictogrammen naar de pictogrammen pagina.

  1. Interpretatie uit de gemeenschap Dit vertegenwoordigt (72 + 18 + 24 =) 114 tegels, zoals aangegeven door de oorspronkelijke regels voor Carcassonne Kaarten - Duitsland..
  2. Officiële verheldering van de uitgever Als je extra meeples nodig hebt: het is mogelijk om een set meeples te bestellen met 2 extra normale meeples in elke kleur in decundco.de webwinkel.
  3. Veelvoorkomende huisregel of -variant Use 250-270 tiles when playing with the two maps together to ensure the central part is not left empty. (Thanks to corinthiens13.)
  4. 4.0 4.1 Interpretatie uit de gemeenschap This example assumes you are playing with the Germany map.
  5. Interpretatie uit de gemeenschap The first versions of the English manuals released by Cundco.de used "emblems" instead of "coat of arms" throughout the rules.
  6. Officiële verheldering van de uitgever Pre-printed city and road segments abroad 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 tiles differently when scoring (also shown in the table below):
    • Roads consider regular tiles and pre-printed road segments abroad.
    • 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
    Road
    City
    Monastery