Ghosts, Castles and Cemeteries

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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 an 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.

Object of the game and gameplay

When playing with Ghosts, Castles and Cemeteries, the object of the game and gameplay are the same as in the base game. Players take turns and try to score as many points as possible by placing land tiles each turn. Additionally, you can mess with your opponents' building plans here and there.

You must still make sure, though — as with the cooperative variant — to place ghosts. Don't worry, nobody loses if the supply of ghosts runs out. This expansion lets you instead use them to your advantage to drive off your opponents' meeples.

Contents

 
Expansion symbol
  • 60 new land tiles (marked with  ), some of them with new features (castles and cemeteries) and some field areas covered in mist.
 
Tile with a castle, road, and mist
 
Tile with a cemetery and city
  • A new 2x2 starting tile.
 
New 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.
 
Ghost neutral figures
  • A new scoring track to replace the one from the base game.

Notes:

  • In the game, the 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.

 
Example: Red and Green set up the scoring track for the game. Both of them place a normal meeple on space 0/50 and 3 guard meeples by the scoring track. The 15 ghosts are set aside too.

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. Placing a 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. Placing 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 such that at least 1 misty side is placed next to a mist-free side. [3] In this case, you must then add 1 ghost to one of your own meeples on the game board. [4]
  • 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.
 
Example: If you extended the mist (tile top left), you must add 1 ghost to one of Blue's meeples. If you limited the mist (tile bottom right), you must add 1 ghost to one of your own meeples.

   '



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.

 
Example: You limited the mist and must therefore add a ghost to your meeple. Since this is the third ghost, your meeple is terrified and runs away. In other words, you return it to your supply, while also returning the ghosts that were haunting it to the general supply.
2b. Placing a meeple

After potentially placing ghosts, you may place one of your meeples onto the tile just placed according to the usual rules.

3. Scoring a feature

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. [5]

 
Example: You finished the city by placing this tile. The city would normally be worth 8 points. However, 2 ghosts were added to the meeple being scored. You must subtract 4 points from your total, so this scoring only brings you 4 points.
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


1. Placing a tile

Place cemetery tiles as usual.

 
Example: You place a cemetery as usual.
2a. Placing ghosts

Ghosts may be added to a meeple placed on a cemetery according to the position of the tile just placed. [6] [7]

2b. Placing a meeple

You may place a meeple or guard meeple onto the cemetery as a cemetery keeper.

 
You may place a meeple on a cemetery.
3. Scoring a feature

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. [8] [9]

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.

 
Example: By placing this tile, you have completely surrounded the cemetery. You score it at the end of your turn, taking a guard meeple from the general supply and adding it to your own. You will have another meeple at your disposal next turn. Finally, return the cemetery keeper to your supply as well.
Final Scoring

There is no final scoring for meeples on cemeteries. [10]

Castles


1. Placing a tile

If you draw a castle tile, you place it as usual.

 
Example: You place a tile with a castle as usual.
2a. Placing ghosts

Ghosts may be added to a meeple placed on a castle according to the position of the tile just placed.[6]

2b. Placing a meeple

You may place a meeple on a castle. It doesn't need to be a guard meeple; you can also place a normal meeple.

 
Example: You place a guard meeple on a castle. It could also be a normal meeple.
3. Scoring a feature

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). [11]

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.

 
Example: You have meeple placed as a farmer in a field. Your opponent also has a farmer in a field, but it is a guard meeple. You cannot, therefore, use ghosts to drive the guard meeple off the field.

You place the tile with the city and mist between your two fields. Since the mist acts as a border to fields, you can use it to separate the two fields.

Other expansions

This section contains additional information about the interactions with other Carcassonne expansions.

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 General comments

  •   When scoring a meeple or removing it from the board as a result of any action, the ghosts added to the meeple will return to the general supply. After scoring, even if the meeple is moved or redeployed to another location on the board, its previous ghosts will return to the global supply. [14]
  •   When moving a meeple to another feature or tile as a result of an action not involving the scoring of the meeple, the ghosts will stay assigned to the meeple on its new location.
  •   No meeple or special figure can be placed in a field segment covered in mist. A road segment covered in mist can be occupied as usual.

 Exp. 3 - The Princess & 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

  •   An abbey limits the mist on any misty edge adjacent to it.
  •   A wagon with ghosts will not keep them after scoring, even if it moves and stays on the board. A meeple should not be penalized more than once by the ghosts added to it.
  •   A barn cannot be placed on an intersection with mist reaching the corner of any of its tiles.
  •   A mayor with ghosts in a castle will not score negative points. The castle has no coats of arms, so the mayor does not have the majority and cannot score points for it.

 Exp. 8 - Bridges, Castles & Bazaars

  •   A bridge can be placed on a field edge with mist.
  •   A castle will receive the points a feature is worth unaffected by any ghosts assigned to meeples on it. Note that ghosts do not affect the value of a feature but the number of points scored by a player.
  •   A mayor with ghosts in a castle will not score negative points. The castle has no coats of arms, so the mayor does not have the majority and cannot score points for it.

 Exp. 9 - Hills & Sheep

  •   Shepherds cannot be placed on field segments covered in 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.

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 General comments

  •   You cannot occupy a cemetery with the following meeples:

 Exp. 3 - The Princess & the Dragon

  •   The fairy assigned to a cemetery keeper will provide its scoring bonus during the game but not after the game, since uncompleted cemeteries are not scored.

 Exp. 8 - Bridges, Castles & Bazaars

  •   A completed cemetery will trigger the scoring of any castles in is vicinity. Each castle will score 0 points.

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 General comments

  •   You cannot occupy a castle with the following meeples:

 Exp. 8 - Bridges, Castles & Bazaars

  •   A completed haunted castle will trigger the scoring of any castles in is vicinity.

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 General comments

  •   The feature in the middle of the 2x2 starting tile is not a castle. It cannot be occupied, completed or scored.

   Question:

Answer:

  •   Other features on the starting tile may be occupied.
  •   The 2x2 starting tile counts as four separate tiles (or occupied spaces) for monastic buildings, cemeteries, castles and other features counting adjacent tiles. It is not counted as one single tile. A castle adjacent to the starting tile will then only consider those mist segments on the 1x1 square spaces adjacent to it.

   Question:

Answer:

   Question:

Answer:

 Exp. 3 - The Princess & 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.

 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 - 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 distribution

Total tiles: 60 + 1 start tile
  ×1
  ×1
Castle + Mist + 2× Ghost
  ×1
Mist + 2× Ghost
  ×1
Mist + 2× Ghost
  ×2
  ×1
  ×1
Mist + 3× Ghost
  ×1
Mist + 3× Ghost
  ×3
Mist + 3× Ghost
  ×1
Mist + Ghost + (W)
  ×1
  ×1
  ×2
Mist + 3× Ghost
  ×1
Mist + 2× Ghost
  ×1
Mist + 2× Ghost
  ×1
  ×1
Mist + 2× Ghost
  ×1
Mist + 2× Ghost
  ×1
  ×1
  ×1
Mist + 3× Ghost
  ×1
  ×1
Mist + 2× Ghost
  ×1
  ×1
Mist + 2× Ghost
  ×1
Mist + 2× Ghost
  ×1
Mist + 2× Ghost + (W)
  ×1
Mist + 2× Ghost
  ×1
  ×2
  ×1
  ×1
  ×1
  ×1
  ×1
  ×1
  ×1
Mist + 3× Ghost
  ×1
  ×1
Mist + Ghost + (W)
  ×1
(W)
  ×1
  ×1
Mist + 2× Ghost
  ×2
Mist + 2× Ghost
  ×1
  ×1
  ×1
  ×1
Mist + 2× Ghost
  ×1
  ×1
Mist + 2× Ghost
  ×1
(2x2 start tile) Mist + 3× Ghost
Several tiles have a small illustration on them. The letters in brackets show which illustration is on each tile:

Footnotes

For Icons explanation and licensing please visit Icons page.

  1.   This clarification is not included in the rules but it is based on the rules provided by HiG for the double-sized river source included in the   20th Anniversary River.
  2.   The normal meeples are taken from the base game.
  3.   The misty edge can be on a tile previously placed or on the one just placed. The only requirement is that the tile placement leads a mist discontinuity.
  4.   The English rules by ZMG describe this action incorrectly by assuming you only limit the mist when placing a tile with mist. Here is the original wording in English:
    "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." The German rules are written in a more generic way so that limiting the mist only requires to place a non-misty edge next to a misty-edge but doesn't matter which edge was placed first. We have adapted this paragraph to follow the original German rules.
  5.   Ghosts do not affect the value of a feature but the points received by each player with the majority in it when scored. So each player with the majority will receive the number of points the feature is worth minus 2 points per ghost added to their meeples on the feature. Ghosts will not be considered for those players without the majority, that is, they will not score points for the feature and will not be penalized with negative points for any ghosts added to their meeples on the feature.

       Question:

    Answer:

  6. 6.0 6.1   The wording of this sentence was updated for the sake of clarity.
  7.   You may add ghosts to cemetery keepers (or meeples placed in castles) if they are not guard meeples.

       Question:

    Answer:

  8.   This last sentence was missing in the English rules.
  9.   A cemetery keeper on a completed cemetery scores no points, just grants an additional guard meeple, if any. Since a cemetery keeper may be added ghosts, its owner may score negative points for it as well.

       Question:

    Answer:

  10.   At the end of the game, uncompleted cemeteries are not scored, so players do not receive negative points for any ghosts added to their cemetery keepers.

       Question:

    Answer:

  11.   The wording of the original 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.
  12.   We agreed that ghosts should be allowed on the same features as the fairy for the sake of simplicity. (06/2023)
  13.   We agreed that ghosts should not be allowed on the same features the fairy cannot be placed for the sake of simplicity. (06/2023)
  14.   The principle applied here is that a meeple cannot be penalized twice by the same ghosts. Each scoring releases any ghosts added to a meeple until that moment. If the meeple is moved after scoring, new ghost may be added to te ghost on its new location.