Ghosts, Castles and Cemeteries
General info and comments
Originally released by HiG in 2022, this expansion belongs to the third edition of the game, known as C3 for short. It has cities with clipped buildings.
Ghosts, Castles and Cemeteries is a expansion for the base game. The components of this expansion are also part of the cooperative standalone game Mists over Carcassonne. You can also use only portions of this expansion, or even combine it with other expansions, but the publisher has not provided any rules for this combination.
Contents
- 60 new land tiles (marked with ), some of them with new features (castles and cemeteteries) and some field areas covered in mist.
- A new 2x2 starting tile.
- 30 guard meeples, 5 in each player color.
Guard meeples |
- 15 ghosts, a new neutral figure to haunt any meeples but guard meeples.
- A new scoring track to replace the one from the base game.
Notes:
- In the game, a 2x2 starting tile, counts as 4 single tiles (for example, for an adjacent monastery, cemetery or castle). [1]
- The castle ruins ending the roads on the starting tile are not mentioned in the rules. Since it looks different from the other castles in the expansion and it is placed at the intersection of four spaces, it may not be considered a proper castle nor be occupied or scored. It just serves as a feature separating fields and ending roads.
Rules
Preparation
Place the new, large starting tile in the middle of the table. Return the base game starting tile to the game box.
Shuffle all new 60 land tiles with the other tiles. Place them in a face-down supply on the table as usual.
You will only need 1 scoring track. Better to use the one from the expansion, leaving the one from the base game in the game box.
Give each player, including yourself, 2 guard meeples and 5 normal meeples in the color of their choice. [2]
Place a 6th meeple in each player color onto space 0/50 of the scoring track. Return the remaining base game meeples to the game box.
Place the remaining guard meeples in player colors in a supply next to the scoring track. Return any guard meeples in unused colors to the game box.
Place the 15 ghosts in a general supply next to the scoring track.
Leave the goal token and the level summary from Mists over Carcassonne in the game box. You can also leave the two hounds in the game box — they don't like competitive games.
Mist and ghosts
1. Place land tile
First, draw a tile and place it on the board. You must follow the usual rules but ignoring the mist, as it always hovers over a road or a field but it is not part of the terrain itself. The rules for all other types of terrain (cities, roads, and fields) remain unchanged.
2a. Place ghosts
The ghosts in the mist don't matter — ignore them. If you draw a tile with mist on it, you now have the option of bringing ghosts into play. It all depends on how you place the tile:
- Expand the mist: You place a tile with mist on it such that at least 1 side expands an existing mist bank. You must then add 1 ghost to another player's meeple on the game board. It doesn't matter if you finish the mist bank. You just have to expand it.
- Limit the mist: You place a tile with mist on it such that at least 1 misty side is placed next to an existing, mist-free tile. In this case, you must then add 1 ghost to one of your own meeples on the game board.
- It can happen that you simultaneously expand one mist bank while limiting another. In that case you must first add 1 ghost to another player's meeple on the game board, after which you must add 1 ghost to one of your own meeples on the game board.
If the general supply of ghosts has run out, you don't need to add any ghosts. Or the other way around: if there aren't any meeples you can add a ghost to, then you skip this step.
As soon as you add the third ghost to a meeple on the game board, you must return the meeple and the ghosts to their respective supplies. It doesn't matter whose meeple it is.
2b. Place a meeple
After potentially placing ghosts, you may place one of your meeples onto the tile just placed according to the usual rules.
3. Score points
Finally, score according to the usual rules. However, each ghost added to the meeple being scored costs you -2 points. This means that you may end up scoring negative points. Don't worry, you can't go lower than 0 points on the scoring track. Finally, return the scored meeple and any ghosts added to it to their respective supplies.
Final scoring
Each ghost added to your meeples is worth -1 point.
Guard meeples
2a. Placing ghosts
You may never add ghosts to guard meeples. They can't be terrified and driven off the game board.
2b. Placing a meeple
You may place a guard meeple as any other meeple (as a farmer, a monk, etc.).
Cemeteries
3. Score points
You score a cemetery as soon as it is fully surrounded by tiles (like a castle or cloister). Take an additional guard meeple from the general supply and add it to your own supply. You now have another meeple at your disposal. You also return the cemetery keeper to your supply. [5] [6]
If there aren't any guard meeples in your color left in the general supply, then you already have a sizeable advantage and don't get any more.
Final scoring
There is no final scoring for meeples on cemeteries.
Castles
2a. Place ghosts
Ghosts may be added to a meeple placed on a castle according to the position of the tile just placed. [7]
2b. Place a meeple
3. Score points
You score a castle as soon as it is completely surrounded by tiles (like a monastery or a cemetery). Score 2 points for each neighboring tile with mist on it (including the castle tile itself).
Final scoring
Each castle with a meeple on it is worth 1 point for each neighboring tile with mist on it (including the castle tile itself). [8]
Fields and mist
As in the base game, you can place farmers in this expansion.
But watch out: mist acts as a border to fields the same way that cities do. And farmers are afraid of ghosts.
If you place a guard meeple as a farmer, then of course it is safe from ghosts.
Other expansions
This section contains additional information about the interactions with other Carcassonne expansions.
Ghosts
- Ghosts can be added to the following meeples:
- Normal meeple, the standard option (Base game)
- Abbot (Base game - The Abbot)
- Large meeple (Exp. 1 - Inns and Cathedrals)
- Wagon (Exp. 5 - Abbey & Mayor)
- Mayor (Exp. 5 - Abbey & Mayor)
- Ringmaster (Exp. 10 - Under the Big Top)
- Phantom (The Phantom)
- The meeple may be on any feature on the board but cemeteries, even special areas such as:
- A tower (Exp. 4 - The Tower)
- The city of Carcassonne (Exp. 6 - Count, King and Robber)
- A regular castle (Exp. 8 - Bridges, Castles and Bazaars)
- The Wheel of Fortune (The Wheel of Fortune)
- The city of Leipzig (The Markets of Leipzig)
- A bathhouse (The Barber-Surgeons)
- The Solovei Razboynik tile (Russian Promos)
- The Vodyanoy tile (Russian Promos)
- Ghost cannot be added to the following meeples:
- Guard meeples (Exp. 11 - Ghosts, Castles and Cemeteries)
- Any meeple placed on a cemetery.
- When scoring or removing a meeple off the board by any action, the ghosts added to it will be returned to the general supply.
- When moving a meeple to another feature on the board without returning to its owner's supply, the ghosts will stay assigned to the meeple on the new feature. [9]
- No meeple or special figure can be placed in a field segment covered in mist.
- Exp. 3 - The Princess and the Dragon:
- The fairy can be assigned to a meeple with ghosts.
- The fairy does not protect meeples from ghosts.
- If a meeple assigned to the fairy is scared off, the fairy will stay on the board.
- The dragon can be placed on tiles with mist. It doesn't affect the dragon.
- The dragon can eat meeples with ghosts. The ghosts will be returned to the general supply.
- The princess may seduce a meeple with ghosts. The ghosts will be returned to the general supply.
- Exp. 4 - The Tower:
- A tower can capture meeple with ghosts. The ghosts will be returned to the general supply.
- Ghosts can be assigned to a meeple on top of a tower.
- Exp. 5 - Abbey & Mayor:
- A field or a road edge with mist placed adjacent to an abbey is considered to limit the mist.
- A wagon with ghosts will keep them if moved after scoring.
- A barn cannot be placed on an intersection with mist reaching the corner of any of its tiles.
- Exp. 8 - Bridges, Castles and Bazaars:
- A bridge can be placed on a field edge with mist.
- Exp. 9. Hills & Sheep:
- Shepherds cannot be placed in fields with mist.
- The field separation caused by the mist also applies to shepherds.
- A misty edge placed adjacent to a clear one does not extend the fields on the latter.
- Exp. 10 - Under the Big Top:
- Ghosts are assigned to acrobats individually.
- The scoring of the big top is not affected by any ghosts added to its neighboring meeples.
Cemeteries
- You can occupy a cemetery with the following meeples:
- Normal meeple, the standard option (Base game)
- Large meeple (Exp. 1 - Inns and Cathedrals)
- Wagon (Exp. 5 - Abbey & Mayor)
- Mayor (Exp. 5 - Abbey & Mayor)
- Ringmaster (Exp. 10 - Under the Big Top)
- Guard meeples (Exp. 11 - Ghosts, Castles and Cemeteries)
- Phantom (The Phantom)
- You cannot occupy a cemetery with the following meeples:
- Abbot (Base game - The Abbot), since cemeteries are not monasteries or gardens.
Castles
- You can occupy a haunted castle with the following meeples:
- Normal meeple, the standard option (Base game)
- Large meeple (Exp. 1 - Inns and Cathedrals)
- Wagon (Exp. 5 - Abbey & Mayor)
- Mayor (Exp. 5 - Abbey & Mayor)
- Ringmaster (Exp. 10 - Under the Big Top)
- Guard meeples (Exp. 11 - Ghosts, Castles and Cemeteries)
- Phantom (The Phantom)
- You cannot occupy a castle with the following meeples:
- Abbot (Base game - The Abbot), since castles are not monasteries or gardens.
Starting tile
- Gneral comments:
- The feature in the middle of the 2x2 starting tile is not a castle. It cannot occupied, scompleted or scored.
- Other features on the starting tile may be occupied.
- The 2x2 starting tile counts as four spaces for monasteries, and other features that require to be surrounded.
- Exp. 3 - The Princess and the Dragon:
- The dragon may land on the starting tile and eat all the meeples on the 2x2 tile.
- Other features on the starting tile can be occupied with a magic portal or a flying machine.
- Exp. 4 - The Tower:
- A tower may capture a meeple on the starting tile if any of its four squares is in range from the tower.
- Mini #1 - Flier, The (Flying Machines):
- Other features on the starting tile can be occupied with a flying machine.
- A flying machine may land a meeple on any valid feature on the starting tile if any of its four squares is in range from the flying machine.
- Russian Promos:
- All meeples placed on the starting tile may be captured by the Vodyanoy tile if placed adjacent to it.
Tile reference
Total Tiles: 60 + 1 start tile
The numbers in brackets represent the amount of ghost symbols on the tile.
Footnotes
For Icons explanation and licensing please visit Icons page.
- ↑ This clarification is not included in the rules but it is based on the rules provided by HiG for the double-sized river source incuded in the 20th Anniversary River.
- ↑ The normal meeples are taken from the base game.
- ↑ This restriction applies to all meeples, even if they are not guard meeples.
- ↑ The wording of this sentence was updated for the sake of clarity.
- ↑ This last sentence was missing in the English rules.
- ↑ The cemetery keeper scores no points, just grants an additional guard meeple. Since a cemetery keeper may not be added any ghosts, its owner may not score negative points for it either.
- ↑ The wording of this sentence was updated for the sake of clarity.
- ↑
The wording of the oiginal English rules may lead to understand that the castle tile is worth 1 point always, no matter whether it has mist on it:
"Each castle with a meeple on it is worth 1 point for the castle plus 1 point for each surrounding tile with mist on it."
Currently, this discrepancy may not cause any difference in scoring, since all the castle tiles have mist on them. However, we preferred to use the accuracy of the German wording. - ↑ This case follows the lead of The Peasant Revolts, where meeples keep their protection when changing feature.