Difference between revisions of "Carcassonne Order of Play/en"

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<li class="showMark wica-highlight">'''Steps written in blue are features from other editions of Carcassonne adapted for the preferred version with a little creativity when required.'''</li>
<li class="showMark wica-highlight">'''Steps written in blue are features from other editions of Carcassonne adapted for the preferred version with a little creativity when required.'''</li>


<li class="showMessages markWE">If playing with the Messages (Dispatches) expansion, the player scoring points chooses which scoring figure to move each time points are awarded. When you see {{ColorGreen|MESSAGES (#ROUND)}}, if one of your scoring figure has just landed on a dark space of the scoreboard, you may draw a Message tile <span class="showC1">{{ColorYellow|if there were no other players' scoring figures on it (}}[[Z Man Games|'''ZMG''']]{{ColorYellow| rules only.)}}</span><span class="showC2">if there were no other players' scoring figures on it.</span> The '''(#ROUND)''' identifier indicates the scoring round within a turn sequence as only one Message tile can be drawn per scoring round (any additional landings on a dark space of the scoreboard after drawing a Message tile will be ignored during the same scoring round.) Note that resolving a Message tile could also trigger the drawing of another Message tile.</li>
<li class="showMessages markWE">If playing with the Messages (Dispatches) expansion, the player scoring points chooses which scoring figure to move each time points are awarded. When you see {{ColorGreen|MESSAGES (#ROUND)}}, after scoring is completed for a given round of scoring, if one of your scoring figures has just landed on a dark space of the scoreboard, you may draw a Message tile<span class="showC2"> {{ColorYellow|if there were no other players' scoring figures on it (}}[[Z Man Games|'''ZMG''']]{{ColorYellow| rules only)}}</span>. The '''(#ROUND)''' identifier indicates the round of scoring within a turn sequence. Only one Message tile can be drawn per round or scoring (even if both scoring figures ended up on dark spaces the same round). Note that resolving a Message tile could also trigger the drawing of another Message tile.</li>


<li class="showRobbers markWE">If playing with the Robbers expansion, the robber must take points from the first allowable event. When you see the word {{ColorRed|ROBBERS}}, your robber must take points if possible (ignoring rogue points). When you see {{ColorRed|ROBBER CHOICE}}, the robber must take points unless there are multiple counting <span class="showC1">followers</span><span class="showC2">meeples</span> on the robber’s space at that time that will be scoring points during this round of scoring, in which case he may choose which <span class="showC1">follower</span><span class="showC2">meeple</span> to take the first points from.</li>
<li class="showRobbers markWE">If playing with the Robbers expansion, the robber must take points from the first allowable event. When you see the word {{ColorRed|ROBBERS}}, your robber must take points if possible (ignoring rogue points). When you see {{ColorRed|ROBBER CHOICE}}, the robber must take points unless there are multiple counting <span class="showC1">followers</span><span class="showC2">meeples</span> on the robber's space at that time that will be scoring points during this round of scoring, in which case he may choose which <span class="showC1">follower</span><span class="showC2">meeple</span> to take the first points from.</li>
</ul>
</ul>


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<li class="showPlague markC2 markWE">if no '''fleas''' are left in the supply, eliminate the oldest Outbreak unless this would eliminate all Outbreaks.</li>
<li class="showPlague markC2 markWE">if no '''fleas''' are left in the supply, eliminate the oldest Outbreak unless this would eliminate all Outbreaks.</li>
</ol>
</ol>
<span class="showNotFairyAndNotPlague">There are no particular actions for this step.</span>
<span class="showNotFairyAndNotPlague" style="color: #666666;">There are no particular actions for this step.</span>


}}
}}
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<li class="showPlague markC2 markWE">if no '''fleas''' are left in the supply, eliminate the oldest Outbreak unless this would eliminate all Outbreaks.</li>
<li class="showPlague markC2 markWE">if no '''fleas''' are left in the supply, eliminate the oldest Outbreak unless this would eliminate all Outbreaks.</li>
</ol>
</ol>
<span class="showNotFairyAndNotPlague">There are no particular actions for this step.</span>
<span class="showNotFairyAndNotPlague" style="color: #666666;">There are no particular actions for this step.</span>
</div>
</div>


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<li class="showBathhouses markC1 markWE">If you have a <span class="showC1">follower</span><span class="showC2">meeple</span> on a bathhouse, you may '''buy the <span class="showC1">follower</span><span class="showC2">meeple</span> back''' by losing as many points as the number on the bathhouse tile. You can place the <span class="showC1">follower</span><span class="showC2">meeple</span> in the same turn.</li>
<li class="showBathhouses markC1 markWE">If you have a <span class="showC1">follower</span><span class="showC2">meeple</span> on a bathhouse, you may '''buy the <span class="showC1">follower</span><span class="showC2">meeple</span> back''' by losing as many points as the number on the bathhouse tile. You can place the <span class="showC1">follower</span><span class="showC2">meeple</span> in the same turn.</li>
</ol>
</ol>
<span class="showNotBathhouses">There are no particular actions for this step.</span>
<span class="showNotBathhouses" style="color: #666666;">There are no particular actions for this step.</span>


'''Step 2B-1: Move the Wood (Phase 1)'''
'''Step 2B-1: Move the Wood (Phase 1)'''
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<li class="showMayor markWE">'''Mayor''' in city</li>
<li class="showMayor markWE">'''Mayor''' in city</li>
<li class="showWagon markWE">'''Wagon''' on feature (not <span class="showC1">farm</span><span class="showC2">field</span>)<span class="showCastles"> or wooden bridge</span></li>
<li class="showWagon markWE">'''Wagon''' on feature (not <span class="showC1">farm</span><span class="showC2">field</span>)<span class="showCastles"> or wooden bridge</span></li>
<li class="showAbbot markC1 markWE">'''Abbot''' on garden or monastic building (<span class="showC1">cloister</span><span class="showC2">monastery</span><span class="showAbbey markWE">, abbey</span><span class="showShrines markWE">, shrine</span><span class="showMonasteries markWE">, German monastery</span><span class="showMonasteries markC2 markWE">, Dutch & Belgian monastery</span><span class="showMonasteries markC1 markWE">, Japanese building</span><span class="showDarmstadt markC2 markWE">, Darmstadt church</span>) <!--span class="showC2">(no flier allowed)</span--></li>
<li class="showAbbot markC1 markWE">'''Abbot''' on <span class="showGardens">garden or </span>monastic building (<span class="showC1">cloister</span><span class="showC2">monastery</span><span class="showAbbey markWE">, abbey</span><span class="showShrines markWE">, shrine</span><span class="showMonasteries markWE">, German monastery</span><span class="showMonasteries markC2 markWE">, Dutch & Belgian monastery</span><span class="showMonasteries markC1 markWE">, Japanese building</span><span class="showDarmstadt markC2 markWE">, Darmstadt church</span>) <!--span class="showC2">(no flier allowed)</span--></li>
<li class="showRingmaster markC1 markWE">'''Ringmaster''' on feature<span class="showCastles"> or wooden bridge</span></li>
<li class="showRingmaster markC1 markWE">'''Ringmaster''' on feature<span class="showCastles"> or wooden bridge</span></li>
</ul>
</ul>
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</ul>
</ul>
If the acrobat pyramid has three <span class="showC1">followers</span><span class="showC2">meeples</span> now, it will be considered '''complete''' at this time.</li>
If the acrobat pyramid has three <span class="showC1">followers</span><span class="showC2">meeples</span> now, it will be considered '''complete''' at this time.</li>
<li>Score a completed acrobat pyramid finished in a previous turn and remove all the acrobats from it to allow players to build a new acrobat pyramid in future turns. <span class="showMessages">{{ColorGreen|MESSAGES (#2)}}</span> <span class="showRobbers">{{ColorRed|ROBBER CHOICE}}</span></li>  
<li>Score a completed acrobat pyramid finished in a previous turn and remove all the acrobats from it to allow players to build a new acrobat pyramid in future turns. <span class="showRobbers">{{ColorRed|ROBBER CHOICE}}</span></li>  
</ul>
</ul>
</li>
</li>
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<li class="showFestival markWE">Remove a figure from anywhere in the playing area if the '''festival''' symbol was on the played tile</li>
<li class="showFestival markWE">Remove a figure from anywhere in the playing area if the '''festival''' symbol was on the played tile</li>
<li class="showRussianPromos markC2 markWE">Retrieve 1 <span class="showC1">follower</span><span class="showC2">meeple</span> trapped by Vodyanoy or Solovei Razboynik.</li>
<li class="showRussianPromos markC2 markWE">Retrieve 1 <span class="showC1">follower</span><span class="showC2">meeple</span> trapped by Vodyanoy or Solovei Razboynik.</li>
<li class="showAbbot markC1 markWE">Remove your '''abbot''' and score its points <span class="showMessages">{{ColorGreen|MESSAGES (#2)}}</span> <span class="showRobbers">{{ColorRed|ROBBERS}}</span></li>
<li class="showAbbot markC1 markWE">Remove your '''abbot''' and score its points <span class="showRobbers">{{ColorRed|ROBBERS}}</span></li>
</ul>
</ul>
</li>
</li>
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'''Step 2B-2: Move the Wood (Phase 2)'''
'''Step 2B-2: Move the Wood (Phase 2)'''


<span class="showPhantom">
<div class="showPhantom">
<span class="showPrincess markWE">Skip this step if you removed a knight with a princess symbol.<br />
<span class="showPrincess markWE">Skip this step if you removed a knight with a princess symbol.<br />
Otherwise, you '''may''' do one and only one of the following:</span>
Otherwise, you '''may''' do one and only one of the following:</span>
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<ul>
<ul>
<li class="showAll">By direct placement, if the newly placed tile is an acrobat tile or is adjacent to one.</li>
<li class="showAll">By direct placement, if the newly placed tile is an acrobat tile or is adjacent to one.</li>
<li class="showMagicPortal markWE">By means of a '''magic portal''', if present on the tile and not used earlier in Step 2B-1.
<li class="showMagicPortal markWE">By means of a '''magic portal''', if present on the tile and not used earlier in Step 2B-1.</li>
<li class="showFlier markWE">By means of a '''flier''', if present on the tile and not used earlier in Step 2B-1.
<li class="showFlier markWE">By means of a '''flier''', if present on the tile and not used earlier in Step 2B-1.</li>
</ul>
</ul>
If the acrobat pyramid has three <span class="showC1">followers</span><span class="showC2">meeples</span> now, it will be considered '''complete''' at this time.</li>
If the acrobat pyramid has three <span class="showC1">followers</span><span class="showC2">meeples</span> now, it will be considered '''complete''' at this time.</li>
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</ol>
</ol>
</span>
</div>
<span class="showNotPhantom">
<span class="showNotPhantom" style="color: #666666;">There are no particular actions for this step.</span>
There are no particular actions for this step.
</span>


'''Step 2C: Resolve Move the Wood'''
'''Step 2C: Resolve Move the Wood'''
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<ul>
<ul>
<li><span class="showC1">Expand</span><span class="showC2">Grow</span> the flock (draw a token)</li>
<li><span class="showC1">Expand</span><span class="showC2">Grow</span> the flock (draw a token)</li>
<li><span class="showC1">Herd the flock into</span><span class="showC2">Guide the flock to</span> the stable (score 1 point per sheep) <span class="showMessages">{{ColorGreen|MESSAGES (#2)}}</span> <span class="showRobbers">{{ColorRed|ROBBERS}}</span></li>
<li><span class="showC1">Herd the flock into</span><span class="showC2">Guide the flock to</span> the stable (score 1 point per sheep) <span class="showRobbers">{{ColorRed|ROBBERS}}</span></li>
</ul></li>
</ul></li>
<li class="showSheep markWE">Additionally, if placement of the tile closed the <span class="showC1">farm</span><span class="showC2">field</span> completely (by roads and/or city walls for example) with one or more '''shepherds''', the following action is triggered automatically:
<li class="showSheep markWE">Additionally, if placement of the tile closed the <span class="showC1">farm</span><span class="showC2">field</span> completely (by roads and/or city walls for example) with one or more '''shepherds''', the following action is triggered automatically:
<ul>
<ul>
<li><span class="showC1">Herd the flock into</span><span class="showC2">Guide the flock to</span> the stable (score 1 point per sheep) <span class="showMessages">{{ColorGreen|MESSAGES (#2)}}</span> <span class="showRobbers">{{ColorRed|ROBBERS}}</span></li>
<li><span class="showC1">Herd the flock into</span><span class="showC2">Guide the flock to</span> the stable (score 1 point per sheep) <span class="showRobbers">{{ColorRed|ROBBERS}}</span></li>
</ul></li>
</ul></li>


<li class="showFruitBearingTrees markC1 markWE">If the tile placed has one or more <span class="showC1">followers</span><span class="showC2">meeples</span> on any of its features, and it has one '''fruit-bearing tree''' or is adjacent to one or more of them, you may perform one of the following actions per tree and <span class="showC1">follower</span><span class="showC2">meeple</span>:
<li class="showFruitBearingTrees markC1 markWE">If the tile placed has one or more <span class="showC1">followers</span><span class="showC2">meeples</span> on any of its features, and it has one '''fruit-bearing tree''' or is adjacent to one or more of them, you may perform one of the following actions per tree and <span class="showC1">follower</span><span class="showC2">meeple</span>:
<ul>
<ul>
<li>'''Harvesting:''' Take the top-most fruit token (if available) and score fruit points <span class="showMessages">{{ColorGreen|MESSAGES (#2)}}</span> <span class="showRobbers">{{ColorRed|ROBBERS}}</span></li>
<li>'''Harvesting:''' Take the top-most fruit token (if available) and score fruit points <span class="showRobbers">{{ColorRed|ROBBERS}}</span></li>
<li>'''Selling:''' Sell from 1 to 4 fruit tokens and score accordingly <span class="showMessages">{{ColorGreen|MESSAGES (#2)}}</span> <span class="showRobbers">{{ColorRed|ROBBERS}}</span></li>
<li>'''Selling:''' Sell from 1 to 4 fruit tokens and score accordingly <span class="showRobbers">{{ColorRed|ROBBERS}}</span></li>
</ul>
</ul>
</li>
</li>
<li class="showMessagagesForEntriesStep5 markWE">Consider the total movement of your counting figures after all the actions are scored: {{ColorGreen|MESSAGES (#2)}} <span class="showRobbers">{{ColorRed|ROBBERS}}</span></li>
</ol>
</ol>
</ol>
</span>
</span>
<span class="showNoEntriesStep5">There are no particular actions for this step.</span>
<span class="showNoEntriesStep5" style="color: #666666;">There are no particular actions for this step.</span>


}}
}}
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<ol class="wica-list">
<ol class="wica-list">
<li class="showCastles markWE"> If a '''town''' was created by the tile placement, the town '''may''' be converted into a '''castle''' by the occupying player. If converted, this feature’s completion is considered to be resolved. Go to the next feature.</li>
<li class="showCastles markWE"> If a '''<span class="showC1">town</span><span class="showC2">small city</span>''' was created by the tile placement, the <span class="showC1">town</span><span class="showC2">small city</span> '''may''' be converted into a '''castle''' by the occupying player. If converted, this feature’s completion is considered to be resolved. Go to the next feature.</li>
<li class="showGingerbreadMan markC1 markC2">If the '''Gingerbread Man''' is in a completed city, all players with knights in the city receive points. You then place the Gingerbread Man in an unfinished city of your choice. <span class="showCastles markWE">(How this would interact with a newly-formed castle is unknown. As a '''castle''' is no longer a city, the Gingerbread Man should likely be removed with no scoring.)</span> <span class="showRobbers">{{ColorRed|ROBBER CHOICE}}</span></li>
<li class="showGingerbreadMan markC1 markC2">If the '''Gingerbread Man''' is in a completed city, all players with knights in the city receive points. You then place the Gingerbread Man in an unfinished city of your choice. <span class="showCastles markWE">(How this would interact with a newly-formed castle is unknown. As a '''castle''' is no longer a city, the Gingerbread Man should likely be removed with no scoring.)</span> <span class="showRobbers">{{ColorRed|ROBBER CHOICE}}</span></li>
<li class="showFairy markWE">If a '''fairy''' is next to a <span class="showC1">follower</span><span class="showC2">meeple</span> in the completed feature, that <span class="showC1">follower</span><span class="showC2">meeple</span>’s owner receives '''3''' points.<span class="showAcrobats markC1"> (If the fairy is next to an acrobat when the pyramid is scored, each acrobat in the pyramid gets these bonus points.)</span><span class="showRobbers"> {{ColorRed|ROBBER CHOICE}}</span></li>
<li class="showTradersOrKingAndRobber markWE">Rewards for completing the feature
<li class="showTradersOrKingAndRobber markWE">Rewards for completing the feature
<ul>
<ul>
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<li class="showGoldmines markWE">If there is at least one '''gold piece''' on a tile with the completed structure, gold pieces are distributed to the controlling player(s)</li>
<li class="showGoldmines markWE">If there is at least one '''gold piece''' on a tile with the completed structure, gold pieces are distributed to the controlling player(s)</li>


<li class="showWatchtowers markC1 markWE">Perform '''watchtower scoring''' for completed roads or cities for you and any other players with <span class="showC1">followers</span><span class="showC2">meeples</span> on a watchtower (no majority applied.) <span class="showRobbers">{{ColorRed|ROBBER CHOICE}}</span></li>
<li class="showWatchtowers markC1 markWE">If scoring a city or a road with at least one '''watchtower''', score the watchtower bonus for each player with <span class="showC1">followers</span><span class="showC2">meeples</span> on a watchtower (no majority applied.) <span class="showRobbers">{{ColorRed|ROBBER CHOICE}}</span></li>


<li class="showTollkeepers markC1 markWE">Perform '''tollhouse scoring''' for completed roads for you and any other players <span class="showRobbers">{{ColorRed|ROBBER CHOICE}}</span></li>
<li class="showTollkeepers markC1 markWE">If scoring a road beginning or ending at crossroads with a '''tollhouse''', score the toll for each tollhouse owner. <span class="showRobbers">{{ColorRed|ROBBERS}}</span></li>
<li class="showTollkeepers markC1 markWE">If any '''tollhouse scoring''' involved travellers, turn over the tollhouse token</li>


<li class="showMarketsOfLeipzig markC1 markWE">Players with majority on a completed road leading (directly or indirectly) to '''Leipzig''' may send one <span class="showC1">follower</span><span class="showC2">meeple</span> to a quarter where they have no presence yet. If a player has majority with only one <span class="showC1">follower</span><span class="showC2">meeple</span>, he or she does not score the feature as a result (although he or she may get bonus points from the Markets of Leipzig.)</li>
<li class="showMarketsOfLeipzig markC1 markWE">Players with majority on a completed road leading (directly or indirectly) to '''Leipzig''' may send one <span class="showC1">follower</span><span class="showC2">meeple</span> to a <span class="showC1">quarter</span><span class="showC2">district</span> where they have no presence yet. If a player has majority with only one <span class="showC1">follower</span><span class="showC2">meeple</span>, he or she does not score the feature as a result (although he or she may get bonus points from the Markets of Leipzig.)</li>


<li class="showAll">Tally points and award points to the controlling player(s) <span class="showRobbers">{{ColorRed|ROBBER CHOICE}}</span>
<li class="showAll">Tally points and award points to the controlling player(s) <span class="showRobbers">{{ColorRed|ROBBER CHOICE}}</span>
<ul>
<ul>
<li class="showAll">Base score</li>
<li>Road (feature tiles<span class="showGermanCathedrals markC2 markWE"> + German cathedrals</span><span class="showInns markWE"> + inns</span><span class="showMage markWE"> + mage</span><span class="showWitch markWE"> + witch</span><span class="showLittleBuildings markC2 markWE"> + little buildings</span><span class="showGermanCastles markWE"> + German castles</span><span class="showBathhouses markC1 markWE"> + bathhouses</span><span class="showLabyrinth markWE"> + labyrinths</span>)
<li class="showInns markWE">Inns</li>
</li>
<li class="showCathedrals markWE">Cathedrals</li>
 
<li>Cities (feature tiles<span class="showCathars markC2 markWE">+ Cathars / siege / besiegers</span><span class="showCathedrals markWE"> + cathedrals</span><span class="showMage markWE"> + mage</span><span class="showWitch markWE"> + witch</span><span class="showLittleBuildings markC2 markWE"> + little buildings</span><span class="showGermanCastles markWE"> + German castles</span><span class="showBathhouses markC1 markWE"> + bathhouses</span><span class="showDarmstadt markC2 markWE"> + Darmstadtium</span>)
</li>
 
<li>Monastic buildings (feature and adjacent tiles<span class="showVineyards markWE"> + vineyards</span><span class="showLittleBuildings markC2 markWE"> + little buildings</span>)
<ul>
<li class="showAll">Monastery</li>
<li class="showAbbey markWE">Abbey</li>
<li class="showAbbey markWE">Abbey</li>
<li class="showBarn markWE">Barn</li>
<li class="showShrines markWE">Shrine</li>
<li class="showShrines markWE">Shrines</li>
<li class="showMonasteries markWE">German monastery (with monk)</li>
<li class="showVineyards markWE">Vineyards</li>
<li class="showMonasteries markC2 markWE">Dutch & Belgian monastery (with monk)</li>
<li class="showCathars markC2 markWE">Cathars / Siege / Besiegers</li>
<li class="showMonasteries markC1 markWE">Japanese building (with monk)</li>
<li class="showMage markWE">Mage</li>
<li class="showDarmstadt markC2 markWE">Darmstadt church</li>
<li class="showWitch markWE">Witch</li>
</ul>
<li class="showLittleBuildings markC2 markWE">Little buildings</li>
</li>
<li class="showDarmstadt markC2 markWE">Darmstadtium</li>
 
<li class="showDarmstadt markC2 markWE">Darmstadt churches</li>
<li class="showBarn markWE">Fields with barn(s) (completed cities<span class="showCastles markWE"> / castles</span><span class="showPig markWE"> + pig</span><span class="showPigHerd markWE"> + pig-herd</span><span class="showCathars markC2 markWE"> + Cathars / siege / besiegers</span><span class="showLittleBuildings markC2 markWE"> + little buildings</span>)
<li class="showRussianPromos markC2 markWE">Baba Yaga's hut</li>
</li>
<li class="showAbbotAndGardens_Full markC1 markWE">Gardens</li>
 
<li class="showGermanCastles markWE">German castles</li>
<li class="showRussianPromos markC2 markWE">Baba Yaga's hut (feature tile<span class="showLittleBuildings markC2 markWE"> + little buildings</span>)
<li class="showGermanCathedrals markC2 markWE">German cathedrals</li>
</li>
<li class="showMonasteries markWE">German monasteries (with monk)</li>
 
<li class="showMonasteries markC2 markWE">Dutch & Belgian monasteries (with monk)</li>
<li class="showAbbotAndGardens_Full markC1 markWE">Gardens (feature and adjacent tiles<span class="showLittleBuildings markC2 markWE"> + little buildings</span>)
<li class="showMonasteries markC1 markWE">Japanese buildings (with monk)</li>
 
<li class="showLabyrinth markWE">Labyrinths</li>
<li class="showGermanCastles markWE">German castles (feature and adjacent tiles<span class="showLittleBuildings markC2 markWE"> + little buildings</span>)
<li class="showMarketsOfLeipzig markC1 markWE">Markets of Leipzig bonus</li>
 
<li class="showBathhouses markC1 markWE">Bathhouses</li>
<li class="showGermanCathedrals markC2 markWE">German cathedrals (roads tiles and road segments on German cathedral tiles<span class="showInns markWE"> + inns</span><span class="showLittleBuildings markC2 markWE"> + little buildings</span>)
</ul>
<div class="showCastlesOrTeacher">'''Note:''' If applicable, these tallied points (that is, the feature points excluding any bonus points) will be used by:
<ul>
<li class="showCastles markWE">A castle scoring triggered by this feature</li>
<li class="showTeacher markC2 markWE">The teacher bonus triggered by this feature</li>
</ul>
</ul>
</div>
</li>
</li>
<li class="showRingmasterScoring markC1 markWE">Each player scores his or her ringmaster, if placed on a completed feature (no majority is considered.) <span class="showRobbers">{{ColorRed|ROBBER CHOICE}}</span></li>
 
<li class="showTeacher markC2 markWE">If a player has the '''teacher''', that player scores the same number of points that were awarded to the feature. (If more than one player is receiving points simultaneously, the holder of the teacher can choose which points to receive.) The teacher is then returned to the school. <span class="showRobbers">{{ColorRed|ROBBER CHOICE}}</span></li>
 
<li class="showFairy markWE">If a '''fairy''' is next to a <span class="showC1">follower</span><span class="showC2">meeple</span> in the completed feature, that <span class="showC1">follower</span><span class="showC2">meeple</span>’s owner receives '''3''' points.<span class="showAcrobats markC1"> (If the fairy is next to an acrobat when the pyramid is scored, each acrobat in the pyramid gets these bonus points.)</span><span class="showRobbers"> {{ColorRed|ROBBER CHOICE}}</span></li>
 
<li class="showRingmasterScoring markC1 markWE">Each player scores his or her '''ringmaster''', if placed on a completed feature (no majority is considered). <span class="showRobbers">{{ColorRed|ROBBER CHOICE}}</span></li>
 
<li class="showMarketsOfLeipzig markC1 markWE">Each player complying with the '''Markets of Leipzig''' requirements for the completed feature will score the appropriate bonus. <span class="showRobbers">{{ColorRed|ROBBER CHOICE}}</span></li>
 
<li class="showDarmstadt markC2 markWE">If the feature completed is a '''Darmstadt church''', the player(s) with the majority in the vicinity of the church will receive '''3''' bonus points. <span class="showRobbers">{{ColorRed|ROBBER CHOICE}}</span></li>
 
<li class="showBathhouses markC1 markWE">If there are '''free bathhouses''', any <span class="showC1">follower</span><span class="showC2">meeple</span> that takes part in a scoring on its own has to be moved to an unoccupied bathhouse, if possible. You choose the order of these actions if several <span class="showC1">followers</span><span class="showC2">meeples</span> are involved, and also the bathhouse(s) you want to keep, if affected.</li>
<li class="showBathhouses markC1 markWE">If there are '''free bathhouses''', any <span class="showC1">follower</span><span class="showC2">meeple</span> that takes part in a scoring on its own has to be moved to an unoccupied bathhouse, if possible. You choose the order of these actions if several <span class="showC1">followers</span><span class="showC2">meeples</span> are involved, and also the bathhouse(s) you want to keep, if affected.</li>
<li class="showTeacher markC2 markWE">If a player has the '''teacher''', that player scores the same number of points that were awarded. (If more than one player is receiving points simultaneously, the holder of the teacher can choose which points to receive.) The teacher is then returned to the school. <span class="showRobbers">{{ColorRed|ROBBER CHOICE}}</span></li>


<li class="showMageAndWitch markWE">Remove the '''mage''' or '''witch''' if they were involved in the scoring of this feature.</li>
<li class="showMageAndWitch markWE">Remove the '''mage''' or '''witch''' if they were involved in the scoring of this feature.</li>
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<li class="showWagon markWE">Move any '''wagons''' on the completed feature to <span class="showC1">any adjoining unoccupied uncompleted feature</span><span class="showC2">any unoccupied uncompleted feature on the same tile or around it</span>, if any. If more than one wagon can move, you move first, and then order of movement proceeds clockwise.</li>
<li class="showWagon markWE">Move any '''wagons''' on the completed feature to <span class="showC1">any adjoining unoccupied uncompleted feature</span><span class="showC2">any unoccupied uncompleted feature on the same tile or around it</span>, if any. If more than one wagon can move, you move first, and then order of movement proceeds clockwise.</li>
<li class="showAll">Return all remaining <span class="showC1">followers</span><span class="showC2">meeples</span> on the completed feature to their owners.</li>
<li class="showAll">Return all remaining <span class="showC1">followers</span><span class="showC2">meeples</span> on the completed feature to their owners.</li>
<li class="showTeacher markC2 markWE"> If one or more of the '''school’s''' roads were completed, you receive the '''teacher''' from the school tiles.</li>
<li class="showTeacher markC2 markWE"> If one or more of the '''school's''' roads were completed, you receive the '''teacher''' from the school tiles.</li>
</ol>
</ol>


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<ol class="wica-list">
<ol class="wica-list">
<li class="showNotMessages">Consider the total movement of your counting <span class="showC1">follower</span><span class="showC2">meeple</span> after all completed features are scored</li>
<li class="showTollkeepers markC1 markWE">For each '''tollhouse''' that just scored at least one group of travellers, turn over the tollhouse token once (even if the tollhouse affected several completed roads)</li>
<li class="showMessages markWE">Consider the total movement of your counting figures after all completed features are scored: {{ColorGreen|MESSAGES (#3)}} <span class="showRobbers">{{ColorRed|ROBBER CHOICE}}</span></li>


<li class="showCircus markC1 markWE">If a new '''circus tile''' was placed, score the animal token under the big top. Then place new animal token facedown on the new circus tile and place the big top on it. <span class="showMessages">{{ColorGreen|MESSAGES (#3)}}</span> <span class="showRobbers">{{ColorRed|ROBBER CHOICE}}</span></li>   
<li class="showCircus markC1 markWE">If a new '''circus tile''' was placed, score the animal token under the big top. Then place new animal token facedown on the new circus tile and place the big top on it. <span class="showRobbers">{{ColorRed|ROBBER CHOICE}}</span></li>   


<li class="showGingerbreadMan markC1 markC2">If you played a '''Gingerbread Man''' tile on this turn but it didn't complete a city, move the Gingerbread Man to a different uncompleted city. All players receive points for any knights they have in the city that the Gingerbread Man just left. <span class="showCountOfCarcassonne"><ref>
<li class="showGingerbreadMan markC1 markC2">If you played a '''Gingerbread Man''' tile on this turn but it didn't complete a city, move the Gingerbread Man to a different uncompleted city. All players receive points for any knights they have in the city that the Gingerbread Man just left. <span class="showCountOfCarcassonne"><ref>
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This action it is placed before the opportunity to place a <span class="showC1">follower</span><span class="showC2">meeple</span> in the City of Carcassonne because the placement of the tile could earn the player gingerbread points, and thus prevent placement of a <span class="showC1">follower</span><span class="showC2">meeple</span> in the City of Carcassonne. Of course, since the Gingerbread Man would have to be creatively added to a game of standard-version Carcassonne anyway, this is unlikely to come up very often.  
This action it is placed before the opportunity to place a <span class="showC1">follower</span><span class="showC2">meeple</span> in the City of Carcassonne because the placement of the tile could earn the player gingerbread points, and thus prevent placement of a <span class="showC1">follower</span><span class="showC2">meeple</span> in the City of Carcassonne. Of course, since the Gingerbread Man would have to be creatively added to a game of standard-version Carcassonne anyway, this is unlikely to come up very often.  
</span>
</span>
</ref></span> <span class="showMessages">{{ColorGreen|MESSAGES (#3)}}</span> <span class="showRobbers">{{ColorRed|ROBBER CHOICE}}</span></li>
</ref></span> <span class="showRobbers">{{ColorRed|ROBBER CHOICE}}</span></li>
<li class="showCountOfCarcassonne markWE">If you did not score any points from placement of the tile this turn, but one or more opponents did, you '''may''' place a <span class="showC1">follower</span><span class="showC2">meeple</span> in the '''City of Carcassonne'''. Then you '''may''' move the Count to a quarter of your choice.</li>
<li class="showCountOfCarcassonne markWE">If you did not score any points from placement of the tile this turn, but one or more opponents did, you '''may''' place a <span class="showC1">follower</span><span class="showC2">meeple</span> in the '''City of Carcassonne'''. Then you '''may''' move the Count to a <span class="showC1">quarter</span><span class="showC2">district</span> of your choice.</li>
 
<li class="showMessages markWE">Consider the total movement of your counting figures after all the features are scored: {{ColorGreen|MESSAGES (#3)}} <span class="showRobbers">{{ColorRed|ROBBERS}}</span></li>
</ol>
</ol>
<span class="showNotTollkeepersAndNotCircusAndNotGingerbreadManAndNotCountOfCarcassonneAndNotMessages" style="color: #666666;">There are no particular actions for this step.</span>


}}
}}
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</ol>
</ol>
<span class="showNotCatapultAndNotCropCirclesAndNotCatharsAndNotBazaars">There are no particular actions for this step.</span>
<span class="showNotCatapultAndNotCropCirclesAndNotCatharsAndNotBazaars" style="color: #666666;">There are no particular actions for this step.</span>


<div class="showNotBuilder">
<div class="showNotBuilder">
'''Step 4B: Resolve the Turn'''
'''Step 4B: Resolve the Turn'''


<span class="showAll">There are no particular actions for this step.</span>
<span class="showAll" style="color: #666666;">There are no particular actions for this step.</span>


</div>
</div>

Revision as of 00:57, 8 March 2020

Expansion selector



Transmogrifying...

Order of play

by Meepledrone, based on the foundation provided by SkullOne and obervet.



Transmogrifying...

Footnotes

For Icons explanation and licensing please visit Icons page.

  1. Interpretation from the Community This action it is placed before the opportunity to place a followermeeple in the City of Carcassonne because the placement of the tile could earn the player gingerbread points, and thus prevent placement of a followermeeple in the City of Carcassonne. Of course, since the Gingerbread Man would have to be creatively added to a game of standard-version Carcassonne anyway, this is unlikely to come up very often.