Expansion Reference List Variants

|- class="showVariants showCompleted" |style="background-color:Honeydew"|(V/1) ||Shepherds
(Die Schäfer)

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Adds sheep and shepherds to the game (before the release of "Hils and Sheep")

||C1/C2/WD/WE ||LittleMisfit ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC
CarcF
BGG ||Fields ||-

|- class="showVariants showCompleted" |style="background-color:Honeydew"|(V/2) ||Dragon
(Der Drache)

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Alternative Dragon movement; players lose 1 point for each follower the Dragon passes as it stomps around, rather than eating them

||C1/C2/WD/WE ||LittleMisfit ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcF
BGG ||Dragon ||-

|- class="showVariants showCompleted showOther" |style="background-color:Honeydew"|(V/3) ||Bribes

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Transfer points by negotiating with another player to place their tile where you want them to

||C1/C2/WD/WE ||LittleMisfit ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcF
BGG || ||-

|- class="showVariants showCompleted" |style="background-color:Honeydew"|(V/4) ||Mobile Knights
(Die wandernden Ritter)

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Knights may be moved from one city to another, along connecting roads, once they've been placed

||C1/C2/WD/WE ||LittleMisfit ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcF
BGG ||City / Road ||-

|- class="showVariants showCompleted" |style="background-color:Honeydew"|(V/5) ||Invading Cities

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After completing a city you may leave any followers in place; on a later turn, you may move those followers along any connecting roads to another city, whether it is occupied or not, or you can return them to your supply if not "moving wood"

||C1/C2/WD/WE ||LittleMisfit ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcF
BGG ||City / Road ||-

|- class="showVariants showCompleted" |style="background-color:Honeydew"|(V/6) ||Dragon Slayer
(Der Drachentöter)

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The dragon moves (1 or 2 tiles) each turn towards the most recently placed tile, flying over all terrain types; if it is located in a city when that city completes, it is killed and the player who scores for the city gets a bonus; requires "Princess and Dragon"

||C1/C2/WD/WE ||LittleMisfit ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcF
BGG ||Dragon ||-

|- class="showVariants showCompleted" |style="background-color:Honeydew"|(V/7) ||Markets
(Die Märkte)

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Instead of scoring the tokens at the end of the game, they are used to gain additional actions, such as a second turn, etc.; requires "Traders & Builders"

||C1/C2/WD/WE ||LittleMisfit ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcF ||City ||-

|- class="showVariants showUnderDevelopment showOther" |style="background-color:AntiqueWhite"|(V/8) ||The Robbers of Carcassonne
(Die Räuber von Carcassonne)

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"The Robbers" are included as part of the game, rather than on the scoreboard; a player's Robber may be placed on the tile just placed and then moved to an adjacent, or connected, feature (some restrictions); when a Robber tile is drawn, Robber scoring takes place; no English translation

||C1/C2/WD/WE ||eurojo ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcF || ||-

|- class="showVariants showCompleted" |style="background-color:Honeydew"|(V/9) ||Solomo

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Played within a set of walls made from 26 tiles (leaving the 4x corners empty and creating a 7x6 inner area), the aim is to score as many points as possible using the remaining tiles; game ends if 4 tiles can't be placed, or are discarded

||C1/C2/WD/WE ||Decar ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC ||Solo ||-

|- class="showVariants showCompleted showOther" |style="background-color:Honeydew"|(V/10) ||The Three Musketeers

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When connecting a feature to one occupied by your wagon you can add a standard follower on top as Musketeer, who will kill any other playere's followers on that feature; requires "Abbey and Mayor"

||C1/C2/WD/WE ||Gwommy ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC
CarcF || ||-

|- class="showVariants showCompleted" |style="background-color:Honeydew"|(V/11) ||Invasion of Catharism

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An alternative way of playing both the Cathar and Siege tiles together; requires "Cathars" and "Siege"

||C1/C2/WD/WE ||Joff ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC
CarcF ||Siege ||-

|- class="showVariants showCompleted" |style="background-color:Honeydew"|(V/12) ||Miner & Underminer
(Bergleute Mineure)

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Uses the components from "The Tower" in a different way; players can mine for ore, undermine city walls, or counter-mine to protect their cities; requires "The Tower"

||C1/C2/WD/WE ||CARC_Zoner ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC
CarcF ||Tower ||-

|- class="showVariants showCompleted showOther" |style="background-color:Honeydew"|(V/13) ||The Bandit
(Der Bandit)

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A Bandit has been spotted roaming the countryside, stealing from knights, thieves and monks alike; he may join your side for the right price, and then rob you blind if you turn your back; requires "The City of Carcassonne" / "The Count"

||C1/C2/WD/WE ||Big Guy ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC
CarcF || ||-

|- class="showVariants showCompleted" |style="background-color:Honeydew"|(V/14) ||The Foreman in the Tower
(Turmbäumeister)

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It is 1849, and you are a Foreman renovating the City to save it from destruction; you decide when and how high to build, when to claim something as your own, and when to break things down to use elsewhere; requires "The Tower"

||C1/C2/WD/WE ||Big Guy ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC
CarcF ||Tower ||-

|- class="showVariants showCompleted" |style="background-color:Honeydew"|(V/15) ||The Knave of Carcassonne

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The player has a bet with the knights of the King’s court; you must press-your-luck and impress the knights; if you are successful you will be considered their equal; if you fail, you’ll forever be regarded as the court jester

||C1/C2/WD/WE ||Decar ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC ||Solo ||-

|- class="showVariants showCompleted" |style="background-color:Honeydew"|(V/16) ||The Abbot's Walk

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The player is given the task of walking their Abbot from One Cloister to another, and seeing as many features of Carcassonne on the way; the player plays tiles within the strict confines of "The Garden", and uses 8x followers and 1x Abbot

||C1/C2/WD/WE ||Decar ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC ||Solo ||-

|- class="showVariants showCompleted" |style="background-color:Honeydew"|(V/17) ||El Juglar
(Der Minnesänger)

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Uses the fair tiles from "The Catapult" and the bazaar tiles from "Bridges, Castles and Bazaars"; with many juglares in town for the fair, some have trouble attracting a crowd; instead, they resort to petty thievery

||C1/C2/WD/WE ||Nick Leonard ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC
CarcF ||Bazaar ||-

|- class="showVariants showCompleted" |style="background-color:Honeydew"|(V/18) ||Barns Revisited

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An updated way to play with barns that preserves the original farming mechanic of the base game while still giving the barns a purpose; it also eliminates the possibility of re-farming mega barn farms, over and over, for cheap points

||C1/C2/WD/WE ||frankdux ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC ||Barn ||-

|- class="showVariants showCompleted showOther" |style="background-color:Honeydew"|(V/19) ||Catapult Catch

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Uses the components from Catapult in a different way; requires tiles and tokens from "The Catapult"

||C1/C2/WD/WE ||Carcking ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC || ||-

|- class="showVariants showLost" |style="background-color:MistyRose"|(V/20) ||Close the Gap
(Schliesse die Luecke)

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If a player places a tile to fill a "hole" (closed on 3 or four sides) the player is able to take a second turn (as with The Builder from "Traders and Builders")

||C1/C2/WD/WE ||Albatros & Hans Andersson ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| || ||Missing ||-

|- class="showVariants showCompleted" |style="background-color:Honeydew"|(V/21) ||Campaigns

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Campaign game using most of the expansions

||C1/C2/WD/WE ||Whaleyland ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC
CarcF
(for v1.0) ||Campaign ||-

|- class="showVariants showLost" |style="background-color:MistyRose"|(V/22) ||Lifestyle (aka Life Change)

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Followers can be moved to other features instead of placing a follower

||C1/C2/WD/WE ||Tobias Stapelfeld ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC ||Missing ||-

|- class="showVariants showLost" |style="background-color:MistyRose"|(V/23) ||Rebuilding

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Each turn, for a cost, players may remove any unoccupied tiles and place them elsewhere

||C1/C2/WD/WE ||Tobias Stapelfeld ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC ||Missing ||-

|- class="showVariants showUnderDevelopment showOther" |style="background-color:AntiqueWhite"|(V/24) ||Squared Carcassonne

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Variant inspired by some of the concepts of Tetris

||C1/C2/WD/WE ||Carca_Maker & Zox ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum || ||-

|- class="showVariants showLost" |style="background-color:MistyRose"|(V/25) ||Customs Officers / Tax Collectors / Publicans

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An early variant idea; followers can be placed as tax collectors at road junctions, scoring one third of the points scored for each road

||C1/C2/WD/WE ||Alexandra Kremers ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC ||Road / Missing ||-

|- class="showVariants showLost" |style="background-color:MistyRose"|(V/26) ||Capture

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Capture another player's follower when occupied features become connected; the catch is that the newly arrived follower must "guard" the other, possibly leaving the feature open for others

||C1/C2/WD/WE ||Martin Storbeck ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC ||Missing ||-

|- class="showVariants showLost" |style="background-color:MistyRose"|(V/27) ||The Double-sized Follower

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Score double points when using a big meeple; resulted from a misunderstanding of the rules

||C1/C2/WD/WE ||Martin Storbeck ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC ||Missing ||-

|- class="showVariants showUnderDevelopment" |style="background-color:AntiqueWhite"|(V/28) ||True North

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Variant for using "The Wind Roses"; tiles must be placed according to their correct orientation; then players may re-locate one of their meeples within that quadrant to any incomplete feature; requires "The Wind Roses" (either version)

||C1/C2/WD/WE ||Just a Bill ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum ||Windrose ||-

|- class="showVariants showCompleted showOther" |style="background-color:Honeydew"|(V/29) ||Recassonne

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Lay tiles on others to redevelop them. Also uses 2 "other" tiles as triggers for earthquake.

||C1/C2/WD/WE ||Matjaž Bevk ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcTribe Blog || ||-

|- class="showVariants showLost" |style="background-color:MistyRose"|(V/30) ||Communis

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Rules to include some (possible) co-operation between players during the game to increase their scoring; scoring of roads, cities and farms is based on the number of followers present and other factors; download link on thread not working

||C1/C2/WD/WE ||Luis Patricio ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum ||Co-op / Missing ||-

|- class="showVariants showCompleted" |style="background-color:Honeydew"|(V/31) ||Visitors of Carcassonne

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Based on "Famine in Carcassonne" this also uses a set of gray meeples; players develop the landscape while maintaining a balance of resources; the Grays visit and marvel at the accomplishments and provide aid when they can - but they may vanish just as soon as they appear!

||C1/C2/WD/WE ||Guthrie Allen ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||BGG ||Solo ||-

|- class="showVariants showLost" |style="background-color:MistyRose"|(V/32) ||Rivers and Harbours
(Flüsse und Häfen)

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Early expansion idea (probably before "The River" was released), requires using some road tiles from a second copy of the Base Game, painted blue, to be a river/canal

||C1/C2/WD/WE ||Manfred Stenzel ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC ||Missing ||-

|- class="showVariants showCompleted" |style="background-color:Honeydew"|(V/33) ||Carcassollo

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Players are limited to tile placement on an imaginary grid of 7x7 tiles, with the start tile at the center

||C1/C2/WD/WE ||t2k ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC ||Solo ||-

|- class="showVariants showUnderDevelopment" |style="background-color:AntiqueWhite"|(V/34) ||Pilgrim Roads

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A player may place a follower as "Pilgrim" on a "cloister with road" tile; the follower will score the road (2pts per tile), or the cloister, whichever completes first; requires any Monastery tiles with road (including Dutch/German Monasteries)

||C1/C2/WD/WE ||Koschei ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum ||Monastic ||-

|- class="showVariants showUnderDevelopment" |style="background-color:AntiqueWhite"|(V/35) ||The Citadels

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Variant of Scoring Rules for Roads by Gerry. Players attempt to establish a linked alliance of citadels connected by a continuous network of roads; each structure that terminates a road (crossing, city segment, or cloister) must have another road exiting from it to continue the network; the variant uses Castle tokens differently by keeping completed cities in play to gain more points

||C1/C2/WD ||Gerry ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum ||Road ||-

|- class="showVariants showUnderDevelopment" |style="background-color:AntiqueWhite"|(V/36) ||The Chatelaines

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In addition to receiving the trade goods tokens the player completing a city will receive 1pt per Chatelaine for each trade good in the city; requires "Traders & Builders" and Princess tiles from "Princess & Dragon"

||C1/C2/WD ||Gerry ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum ||City ||-

|- class="showVariants showMusing showOther" |style="background-color:Lavender"|(V/37) ||Wheel of Fortune tiles

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Variant for using the tiles from "Wheel of Fortune" (without using the wheel itself); each numbered tile adds points to features when they close

||C1 ||Gerry ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum || ||-

|- class="showVariants showMusing" |style="background-color:Lavender"|(V/38) ||The Explorers

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Alternative idea for using "The Wind Roses" tiles; place a follower when placing a quadrant tile, and gain points for tiles placed in that quadrant; requires "The Wind Roses"

||C1 ||gabrielgeek ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum ||Windrose ||-

|- class="showVariants showMusing" |style="background-color:Lavender"|(V/39) ||Loop Runner

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If you create a road loop you may choose to leave your meeple on it as a jogger, and receive 1 point for every lap completed

||C1/C2/WD/WE ||Danisthirty & Chooselife ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum ||Road ||-

|- class="showVariants showMusing showOther" |style="background-color:Lavender"|(V/40) ||Festival Farmers

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Expands on option in "The Festival", for a monk (if monastery incomplete) and farmer (if field is totally enclosed) to score as at end of game; requires "The Festival"

||C1/C2/WD/WE ||Michael Halbert ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum || ||-

|- class="showVariants showMusing" |style="background-color:Lavender"|(V/41) ||The Schools of Carcassonne

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After the first school is completed, a new school is placed on the board by the next player; requires multiple copies of "The School"

||C1 ||Halfling ||0 ||0 ||Multiple copies of The School |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum ||Road / School ||-

|- class="showVariants showUnderDevelopment showOther" |style="background-color:AntiqueWhite"|(V/42) ||Messengers and Robbers variant

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Messengers and robbers are put to work as special figures in the playing area instead of on the scoreboard; requires "The Tower", "The Messengers" and "The Robbers"

||C1/C2/WD/WE ||Meepledrone ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum || ||-

|- class="showVariants showUnderDevelopment showOther" |style="background-color:AntiqueWhite"|(V/43) ||Close The Gap

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Score points for filling in holes in the landscape; different from the similarly named "Close the Gap" by Albatros and Hans Andersson; see also "The Cartographer" by Seli

||C1/C2/WD/WE ||Kaleostro ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum || ||-

|- class="showVariants showMusing" |style="background-color:Lavender"|(V/44) ||The Farrier

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After completing a city, leave a follower in the city to score 1 point per turn for the rest of the game

||C1/C2/WD/WE ||SxN ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum ||City ||-

|- class="showVariants showUnderDevelopment" |style="background-color:AntiqueWhite"|(V/45) ||Labor Market (K#20)

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Each player places two followers in reserve, and as cities are completed may bid to move a follower back and forth in exchange for points

||C1/C2/WD/WE ||Kothmann ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum ||City ||-

|- class="showVariants showMusing" |style="background-color:Lavender"|(V/46) ||Hedge Preaching and Iconoclasm
(Hagenpreken & Beeldenstorm)

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C2 Highwaymen tiles boost the score of the road and reduce the value of any monasteries along its length

||C2 ||Windekind ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum ||Monastic / Road ||-

|- class="showVariants showUnderDevelopment showOther" |style="background-color:AntiqueWhite"|(V/47) ||Fight or Flight - A Robbers Variant (K#22)

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The Robber figures are placed on the main game board on occupied features, rather than on the scoreboard, with the hope of scoring points for the features if they can "scare away" those already in place; requires The Robbers

||C1/C2/WD/WE ||Kothmann ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum
BGG || ||-

|- class="showVariants showCompleted showOther" |style="background-color:Honeydew"|(V/48) ||Over-seers and Under-takers (Hills Variant) (K#28)

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An alternative way of using the hill tiles from "Hills & Sheep"; the player may look at the "buried" tile, then place a follower on the hill, scoring when unoccupied features on that tile are completed; if not placing a follower, can remove a hill-dweller from play and take the hidden tile and palce it as a second turn

||C1/C2/WD/WE ||Kothmann ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum
BGG || ||-

|- class="showVariants showMusing" |style="background-color:Lavender"|(V/49) ||Barn Variants

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A few alternative ideas for using the barn from "Abbey & Mayor"

||C1/C2/WD/WE ||Kothmann ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum ||Barn / Fields ||-

|- class="showVariants showUnderDevelopment" |style="background-color:AntiqueWhite"|(V/50) ||Biding Abbot's Absolution (K#2)

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After completing a monastic feature, the Abbot remains in place, lying down; can be removed on a future turn (scoring as normal), while also allowing another follower to be removed from a feature (without scoring)

||C1/C2/WD/WE ||Kothmann ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||BGG ||Monastic ||-

|- class="showVariants showUnderDevelopment showOther" |style="background-color:AntiqueWhite"|(V/51) ||Castles in Germany - as Starting Tiles (K#3)

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Use some of the "Castles In Germany" as starting tiles

||C1/C2/WD ||Kothmann ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||BGG || ||-

|- class="showVariants showUnderDevelopment" |style="background-color:AntiqueWhite"|(V/52) ||Alternative Trade Goods Scoring (K#4)

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Instread of scoring 10pts for holding most of a token type, they are scored in groups of 3 identical, or 3 different, tokens

||C1/C2/WD/WE ||Kothmann ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||BGG ||City ||-

|- class="showVariants showUnderDevelopment" |style="background-color:AntiqueWhite"|(V/53) ||Highways (K#5)

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Any road with a "bridge" piece scores 2 points (as Inn/Lake); requires Bridges

||C1/C2/WD/WE ||Kothmann ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||BGG ||Road ||-

|- class="showVariants showUnderDevelopment" |style="background-color:AntiqueWhite"|(V/54) ||Pious Plaza - Cathedral Surrogate (K#10)

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Uses the base game CCCC tile in 2 ways; as Cathedral (so city scores 3 pts per tile on completion), or set aside at start of game and can be exchanged if a player draws a FFFF monastery and would rather have the city tile

||C1/C2/WD/WE ||Kothmann ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||BGG ||City ||-

|- class="showVariants showUnderDevelopment" |style="background-color:AntiqueWhite"|(V/55) ||Collectives - Proportional Scoring (K#11)

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Points for Farms and Cities are allocated based on the number of followers in them, rather than just to the majority stakeholder(s)

||C1/C2/WD/WE ||Kothmann ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||BGG ||City / Fields ||-

|- class="showVariants showUnderDevelopment" |style="background-color:AntiqueWhite"|(V/56) ||Hatteras Captain (K#16)

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Tower floors are automatically added to tower bases, but they can be moved to build higher towers on later turns; followers placed on towers can be moved into features on the tile, even if occupied; replaces normal Tower capture rules; requires "The Tower"

||C1/C2/WD ||Kothmann ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||BGG ||Tower ||-

|- class="showVariants showUnderDevelopment" |style="background-color:AntiqueWhite"|(V/57) ||The Wyvern's Veil - a Dragon Variant (K#17)

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As the Wyvern moves around the board it temporarily "hides" followers, allowing others to place a follower on that feature; if a feature scores when Wyvern present, that tile is ignored; requires "The Dragon"

||C1/C2/WD/WE ||Kothmann ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||BGG ||Dragon ||-

|- class="showVariants showUnderDevelopment showOther" |style="background-color:AntiqueWhite"|(V/58) ||MegaCarc: UPGRADE Mode

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Collect Upgrade Points for sharing features; use those points to gain extra meeples/tiles as the game progresses

||C1/C2/WD/WE ||AlbinoAsian ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum || ||-

|- class="showVariants showUnderDevelopment" |style="background-color:AntiqueWhite"|(V/59) ||The Inquisitor - revised rules

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Revised/simplified rules for the expansion "The Inquisitor" by Aenima

||C1 ||Oldbonz ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum ||Monastic ||-

|- class="showVariants showMusing" |style="background-color:Lavender"|(V/60) ||Ideas for Bazaar Variant

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Alternative use for Bazaar tiles which score points for followers occupying features surrounding it when it is completed; requires tiles from "Bridges, Castles and Bazaars"

|| ||AlbinoAsian ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum ||Bazaar ||-

|- class="showVariants showUnderDevelopment" |style="background-color:AntiqueWhite"|(V/61) ||Cosmic Orienteers (K#32)

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"The Wind Roses" variant based on "The Astronomers"; when a Wind Roses tiles is placed, it scores points if it is in alignment with any other Wind Roses tile

||C1/C2/WD/WE ||Kothmann ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum
BGG ||Windrose ||-

|- class="showVariants showUnderDevelopment showOther" |style="background-color:AntiqueWhite"|(V/62) ||The Vault

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Separate tiles into two types - basic and deluxe ("The Vault"); after completing a feature without scoring you can start to access the tiles in "The Vault"; several optional ideas included

||C1/C2/WD/WE ||Just a Bill ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum || ||-

|- class="showVariants showUnderDevelopment" |style="background-color:AntiqueWhite"|(V/63) ||Breachers (K#31)

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"Beseigers" variant; when one of the siege tiles is placed, a player may use it to move a farmer from a touching field into that city on a later turn

||C1/C2/WD/WE ||Kothmann ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum
BGG ||Siege ||-

|- class="showVariants showUnderDevelopment" |style="background-color:AntiqueWhite"|(V/64) ||High Fliers (K#30)

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"The Flying Machines" variant without dice; place a follower on top of the hill and on a later turn, they can move to an incomplete feature along the alignment shown by the arrow (unless the tile is surrounded before the flight takes place)

||C1/C2/WD/WE ||Kothmann ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum
BGG ||Flier ||-

|- class="showVariants showUnderDevelopment" |style="background-color:AntiqueWhite"|(V/65) ||Royal Garrison (K#25)

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Princess variant; if a city contains a Princess tile, other players may place a follower on a tile used to expand it so long as the number of open sides is reduced, even though the city is already occupied

||C1/C2/WD/WE ||Kothmann ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum(1)
CarcC Forum(2)
BGG ||City ||-

|- class="showVariants showUnderDevelopment showOther" |style="background-color:AntiqueWhite"|(V/66) ||Flash Points (K#26)

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Volcanoes variant; when a volcano tile is surrounded by 8 tiles, it erupts, removing any followers on those eight tiles or the volcano tile itself; features on the eight tiles score bonus points if they complete before the volcano erupts

||C1/C2/WD/WE ||Kothmann ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum(1)
CarcC Forum(2)
BGG || ||-

|- class="showVariants showUnderDevelopment" |style="background-color:AntiqueWhite"|(V/67) ||Wary Wyrm (K#27)

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In this Dragon variant, the Wyrm is attracted to followers that occupy an incomplete feature by themselves, and when a dragon tile is drawn it eats that follower

||C1/C2/WD/WE ||Kothmann ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum(1)
CarcC Forum(2)
BGG ||Dragon ||-

|- class="showVariants showCompleted showOther" |style="background-color:Honeydew"|(V/68) ||Mondo Carcassonne

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Place your tiles (70 or so per player) in the middle of the table, face up; each person has an identical play sheet with spaces to create a map of twenty four tile; flip a goal card and set the timer; players fill their play sheets in real time, no turns, to score points by completing cities and roads, and competing to best satisfy the selected goal; rules and goal cards available

||C1/C2/WD/WE ||Andrew Walters ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||BGG || ||-

|- class="showVariants showUnderDevelopment showOther" |style="background-color:AntiqueWhite"|(V/69) ||Small Fortune (K#29)

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"Wheel of Fortune" variant; add the points shown in the tiles to features when they complete; see "Wheel of Fortune tiles"

||C1/C2/WD/WE ||Kothmann ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||BGG || ||-

|- class="showVariants showCompleted" |style="background-color:Honeydew"|(V/70) ||Co-operative Carcassonne

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Players work to complete mission objectives, such as constructing large cities, laying down massive roads, and establishing large numbers of cloisters; points collected will allow you to add Meeples that your team will need in order to help you reach your objectives

||C1/C2/WD/WE ||sfdrew ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||BGG ||Co-op / Quests ||-

|- class="showVariants showCompleted" |style="background-color:Honeydew"|(V/71) ||Famine in Carcassonne

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You play as black, with other coloured meeples used as resources which you gain as you complete features, but lose to maintain followers on incomplete features; if you can't pay, a score marker is reduced and if it reaches 0 you lose the game

||C1/C2/WD/WE ||p4warrior ||0 ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||BGG ||Solo ||-

|- class="showVariants showUnderDevelopment showOther" |style="background-color:AntiqueWhite"|(V/72) ||The Merchant

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Repurposes the bazaar tiles; merchants placed on the tiles score points as features are added around them, but can be removed if any local features are completed

||C1/C2/WD/WE ||sweetcitysweat ||0 ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum || ||-

|- class="showVariants showUnderDevelopment showOther" |style="background-color:AntiqueWhite"|(V/73) ||The Revellers (20th Anniversary)

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If there is a group of travelling revellers on a road when it closes, after scoring normally move your scoring piece forward to the next dark square; requires tiles from 20th Anniversay version

||C2 ||gabrielgeek ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum || ||-

|- class="showVariants showMusing" |style="background-color:Lavender"|(V/74) ||Cathedral (Sagrada variant)

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Alternative use for the cathedral tiles from "Inns and Cathedrals"; if all represented players agree, city is declared "incomplete" and scores 1pt per tile/shield at end of game, unless it is closed when it scores 0!

|| ||Kothmann ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum ||City ||-

|- class="showVariants showUnderDevelopment showOther" |style="background-color:AntiqueWhite"|(V/75) ||Meeple Market Madness

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At the start players have a limited number of meeples to use; the remainder, including special followers, become available to buy at a reducing cost as each bazaar tile is drawn during the game; requires Bazaar tiles

|| ||Kothmann ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum || ||-

|- class="showVariants showMusing showOther" |style="background-color:Lavender"|(V/76) ||Dice Game Siege Variant

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Alternative play method for rolling the dice (3 distinct sets of 3), with the option of setting some aside for a final bonus roll

|| ||Kothmann ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum || ||-

|- class="showVariants showMusing" |style="background-color:Lavender"|(V/77) ||Pig Variant

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Pigs are used as a separate piece to score fields, with some placement restrictions on both the big and later farmers and barns; pigs score 1 point per city in field at end of game

|| ||Kothmann ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum ||Fields ||-

|- class="showVariants showMusing showOther" |style="background-color:Lavender"|(V/78) ||Novel Messenger Variant

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Messengers are brought into normal play, and are used by being placed alongside any other meeple in play; if the feature on which the messenger is placed is completed, the messenger is withdrawn collecting a message tile in the process, which they should try to deliver to another meeple on their next turn

|| ||Kothmann ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| ||Flame Tokens |data-sort-value="1"| ||CarcC Forum || ||-

|- class="showVariants showMusing showOther" |style="background-color:Lavender"|(V/79) ||Messengers Variants

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Ideas for including the messenger figures onto the main board of play, rather than the scoreboard

|| ||Kothmann ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum || ||-

|- class="showVariants showUnderDevelopment" |style="background-color:AntiqueWhite"|(V/80) ||Tower Ruins

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Uses Tower pieces in a new way; when a Cloisters tile is drawn, a tower is built equal to the number of empty squares around it; as each later tile is placed, one tower level is removed, but may be occupied by any player's monk stopping further demolition of the tower; the ruined tower sections add to the value of nearby feature; recluse on tower scores at the end of the game

|| ||Kothmann ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum ||Tower ||-

|- class="showVariants showUnderDevelopment" |style="background-color:AntiqueWhite"|(V/81) ||Tax Collectors

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An early variant idea; followers can be placed as tax collectors at road junctions, and scores one third of the points scored for each road; also known as "Publicans" and "Customs Officers"

||C1/C2/WD/WE ||Alexandra Kremers ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC ||Road ||-

|- class="showVariants showCompleted" |style="background-color:Honeydew"|(V/82) ||Solitaire Carcassonne

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Based on 40 tiles, you may only place your 8 followers on roads and cities, but you must place one each turn; followers are scored and removed when features are complete; to win you must place all of the tiles without running out of followers; advanced option introduces cloisters as well

||C1/C2/WD/WE ||dave_s ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||BGG ||Solo ||-

|- class="showVariants showCompleted" |style="background-color:Honeydew"|(V/83) ||Solitaire Carcassonne Updated

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This extends Basic Solitaire Carcassonne by Dave_S, using all 72 tiles and 10 followers; it also varies in that under certain circumstances you may be able to continue laying tiles, even if you have no followers available; you win if you can place all 72 tiles, and the aim is to do so with the highest score; there is an alternative scoring method based on the score achieved divided by the number of tiles placed (points per tile)

||C1/C2/WD/WE ||dave_s & reprint & Colette0101 ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||BGG ||Solo ||-

|- class="showVariants showCompleted" |style="background-color:Honeydew"|(V/84) ||Quarantine Carcassonne Solo

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After laying out The River, select 8 meeples of 4 different colours, each colour signifying a particular role; 2 tiles are drawn and one chosen to use, and over 18 turns you must place the selected tiles and occupy features; scoring occurs only after all 18 tiles have been placed; but you must ensure that there are 3 tiles between each placed meeple, otherwise you lose; a second, more difficult, option is included

||C1/C2/WD/WE ||MattLowder ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||BGG ||Solo ||-

|- class="showVariants showUnderDevelopment showOther" |style="background-color:AntiqueWhite"|(V/85) ||Frozen

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Re-create the story of "Frozen" over three phases, while also playing Carcassonne; when Elsa and Anna return to Arendelle the game is over, possibly before all tiles have been placed

||WE ||drewchap ||0 ||0 |data-sort-value="1"| ||1x Elsa
1x Anna
1x Sven
1x Kristof ||10x "Frozen" markers
1x Arendelle marker |data-sort-value="1"| ||BGG || ||-

|- class="showVariants showUnderDevelopment" |style="background-color:AntiqueWhite"|(V/86) ||Carcassonne and Zombies

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Using the tiles from "Princess and Dragon" Zombies replace the dragon and move when the dragon symbol comes out; zombies remove a follower (replaced by one of their own), scare followers away (if they have a majority on a feature), but can be removed when a cloister is completed; affect the value of cities, roads and fields

||C1/C2/WD ||jukie ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||Jukie.net ||Princess / Dragon ||-

|- class="showVariants showCompleted" |style="background-color:Honeydew"|(V/87) ||Knights Errant

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Knights Errant (red/black meeples) appear when a City tile with a shield is drawn; they move (red horizontally, black diagonally) each time a non-shield tile is drawn towards the nearest of your followers, removing the follower if they reach them before the feature is scored

||C1/C2/WD/WE ||sylweb ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||BGG ||Solo / Pennant ||-

|- class="showVariants showUnderDevelopment showOther" |style="background-color:AntiqueWhite"|(V/88) ||The Vaults / Safecrackers
(Die Tresore / Panzerknacker)

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After drawing a tile you may choose to save it for later, and draw another tile; you may play the reserved tile in a later round instead of drawing a tile, unless one of the other players has "bought" it from you

||C1/C2/WD/WE ||bulifm ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum || ||-

|- class="showVariants showUnderDevelopment showOther" |style="background-color:AntiqueWhite"|(V/89) ||Spheres of Influence
(Die Einflusssphären)

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Two player game; using the base game in different artwork styles and a fixed playing area (say 11x14 or 14x14, large enough to accomodate 144 tiles while giving both a chance to lay all their tiles), each player aims to occupy as much of their opponent's half as well as scoring for completed features; where the two sets of tiles meet, features must continue

||C1/C2/WD/WE ||Fritz_Spinne ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum || ||-

|- class="showVariants showMusing showOther" |style="background-color:Lavender"|(V/90) ||Rule for "The Labyrinths of Carcassonne"
(Regel zu "Die Labyrinthe von Carcassonne")

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Alternative rule suggestions for using "The Labyrinth" tiles

||C1/C2 ||Maik63de ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum || ||-

|- class="showVariants showMusing" |style="background-color:Lavender"|(V/91) ||The Alien - Crop Circles Variant
(Der Alien - Variante zu Kornkreise)

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Using an Alien figure, if the "Remove Follower" option is chosen when a Crop Circle is played, one of the returned followers is abducted by The Alien and held for a number of turns, or until the next Crop Circle is drawn; requires "Crop Circles"

||C1/C2/WD/WE ||Fritz_Spinne ||0 ||0 |data-sort-value="1"| ||1x Alien |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum ||CropCircle ||-

|- class="showVariants showUnderDevelopment showOther" |style="background-color:AntiqueWhite"|(V/92) ||The Underworld
(Die Unterwelt)

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Loosely based on the Ravensburger game "The Labyrinth", this is played alongside Carcassonne; if followers have "died" - Dragon, Plague, etc. - they enter The Underworld; rows of tiles are slid back and forth changing the layout of passageways, while the followers try to reach a designated "safe" space where they are "resurrected"; players without a follower in the Underworld also move the passages, plus one of the two skeleton pieces, to try delay the exit of any trapped followers

||n/a ||invinitas ||0 ||0 |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| |data-sort-value="1"| ||CarcC Forum || ||-