Safari

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Safari cover.png

General info and comments

Originally released by Hans im Glück in 2018.

A tropical heat lies over Africa, as we head into the steppe, where everyone is on the lookout for the popular big animals of this mighty continent. Apes swing in the trees, lions rest in the shaded areas, and the elephants’ heavy steps shake the terrain. At the watering holes, many different animals can be seen frolicking. It is worthwhile for us to lie there in wait to view these magnificent creatures...

Overview and goal of the game

In Carcassonne:Safari players take turns placing tiles and expanding the landscape of savanna, paths and bush one tile at a time. Players may place their meeples on the individual features of tiles as well (paths, bush, baobabs and waterholes). When a particular feature is finished players gain points for any animal present on it. Use the animal tokens to boost the score or create waterholes. Points are earned throughout the game, and the player with the highest score at the end is the winner!

Components and setup

Components

  • 72 landscape tiles show paths, bush and baobab in the Savanna, with the animals resting among them
 
Land tile showing a path and one lion
 
Land tile showing elephant in the bush and a baobab in the savanna
 
Land tile showing bush with birds, as well as a zebra and a lions on paths
 
Safari land tile backs - this is the same on all land tiles
  • 50 animal tiles that are combined during the game to create a complete "watering hole"
 
Animal/watering hole tiles
 
Example of complete watering hole
  • Scoring Track should be placed to the side of your playing surface (table, floor, etc.)
  • 5 Points scoring tiles should be put next to the scoring track
 
Points tile with 50 points on its front
 
Points tile with 100 points on its back
  • 30 meeples, six in each of the following colors: yellow, red, green, blue and black - each player gets a set of one chosen color
 
Meeples
  • 5 elephants, one in each player's color - put them on the starting place of the score track
 
Elephant figures
 
Elephant figures on the scoreboard
  • 2 white Ranger cars - these are referred to as "Rangers" throughout the rules
 
Ranger car


Put all unused meeples and elephants back into the box - those will not be used in the course of the game.

Setup

Shuffle all 72 tiles and set them as a few face down stacks [1] that are easily accessible to all players.

 
Land tile stacks

Place the triple sized start tile in the middle of the table [2]. The white Ranger cars do not belong to any player and should be placed next to the start tile as shown below.

 
Start tile with Rangers

Shuffle all 50 animal tiles and distribute two to each player. Each player puts them face up in front of them. Shuffle the rest of them and put them aside, face down [3].

 
Animal/watering holes facing down

Gameplay

A game of Carcassonne: Safari is played in clockwise order. The active player [4] does the following actions in the order listed below, after which it is the next player’s turn, and so on and so forth. First, we’ll give you a brief description of the actions you have to do during one of your turns. These actions will be explained as we describe the paths, bush, baobabs, Ranger cars and waterholes.

1: Placing a tile

The player must draw exactly 1 Land tile from the top of any stack and place it face-up to continue the landscape. [5]

2: Action

The player may carry out one of three possible actions:
Place a meeple from his/her supply onto the tile just placed  
Move one of the two Rangers  
Begin or expand a watering hole  

3: Scoring

The player must score any feature completed by the tile placement. The resulting points are applied to the player's elephant on the scoreboard.  

The paths

Placing a tile

When a player draws a tile which contains a path segment, it must be placed in such a way that it continues the existing landscape (the tiles already in play). In the rare case that a tile cannot legally be placed anywhere, it is removed from the game, and the player draws another. [6]

 
Red has drawn tile with red border. Path fits to the one already on the table


Placing a meeple on a path

After placing the tile, the player may place a meeple on one of that tile’s path segments, but only if the road is unoccupied by another meeple.

In our example, since the road is not yet completed, no scoring occurs (see action 3) and play moves on to the next player.

 
Red places a meeple onto the path


Scoring a path

When both ends of a path are closed, that road is completed and scored. The end of a road is closed when it meets a bush or it loops onto itself by meeting the other end.[7]

Even though it is an opponent that placed the tile, this still completes your path. Scoring a path depends on the number of animal types. The number of points can be found in the table below and on the scoring track

Number of animal types  1 2 3 4 5
Points  1 3 6 10 15

The total number of animals on the path does not matter, only the number of different species. After scoring, return the player's meeple to their resources.

 
Blue player finished your path. There are three species of animals. Red player receives six points.

Additional points

To get additional points during path scoring a player can use one animal token to increase the number of species on the path. Naturally this has to be different species than those already on the path.

 
In the example above, there are three animals - elephant, zebra and giraffe. If the player adds a lion from his/her resources,there would be four species and the player would gain 10 points.

It is now time to note the player's score. The player's score is tracked with the elephants placed on the scoreboard before starting the game. Each time, after scoring points for a feature, the player returns his/her meeples from the scored area (if it is completed) to their supply. If a player's score exceeds 50 points, he/she receives the 50 points token, which is flipped when the player receives over 100 points.

The Bush

Placing a tile

When a player draws a tile containing an area of bush, the tile must be used to continue the landscape. As with other landscape features, the illustration must match the tiles it is to be placed against. For example, a bush segment must be connected to another bush segment.

 
Example of a tile with a bush segment (lower right portion of tile)


Placing a meeple

Then, the player can put his meeple in the bush on the newly placed tile (if there are no meeples on any connected area of bush).

 
Red player places the tile so that the bush is extended. It was not already occupied, so Red can put a meeple there.


Scoring a bush

If, later in the game, a player places a tile so that the bush is closed, points can be scored for it. Bush is considered closed if there are no empty holes inside it (missing tiles). If there is at least one meeple in a closed bush its' owner can score points for it. Scoring an area of bush depends on the number of animal types. The number of points can be found in the table below and on the scoring track.

Number of animal types  1 2 3 4 5
Points  1 3 6 10 15

Additional points

When scoring points for areas of bush, a player may use their animal tokens to boost the score (for animal diversity).

Additionally, every bird   flying over the bush grants 1 additional point. After scoring return the meeple from the bush to the player's resources.

 
Red adds another tile to close that area of bush. In Red's bush there is a giraffe and an ape.Red adds a zebra token - now there are three species, so Red gets 6 points. Additionally, there are three birds, so that adds up to 9 points in total.

Baobab

Placing a tile

When a player draws a tile containing abaobab, the tile must be used to continue the landscape. Baobabs are always depicted in the center of a tile. As with other landscape features, the illustration must match the tiles it is to be placed against.

 
Example of a baobab tile


Placing a meeple

A player can place a meeple on a baobab. If so, the player draws two animal tokens and puts them, face up, in front of themselves.

 
Player places a baobab and can put a meeple on the baobab and gain two animal tokens.


Getting tokens

A baobab is completed when it is surrounded by tiles (surrounded by 8 tiles). The player whose meeple is on the baobab tile can draw two animal tokens [8] and get the meeple back.

 
The Red player's baobab is surrounded from all sides. Red gets the meeple back and receives two animal tokens.

Ranger car

There are two ways to move the Ranger, but this is dependent on whether the tile being placed is in a location where the Ranger is already located. One of them provides points (see option A below), the other does not (option B).

Option A

A1. Placing a tile

The player places the drawn tile according to the standard rules. If this is on one of the places where a Ranger car is located, the player can [9] take the ranger car and add it to their resources.

 
Pushing away a ranger by placing a tile


A2. Placing a meeple

The player can then place a meeple on any unoccupied feature on the placed tile.

 
Placing a meeple


A3. Scoring

The player scores points for any completed features. For removing the Ranger from the table player receives 3 points. The player must then place the ranger back on the table in an open space next to any tile.

 
Ranger Scoring


Option B

B1. Placing a tile

A tile is placed to extend the landscape where there is no Ranger.


B2. Not placing a meeple

If the player decides not to put a meeple on to the placed tile this turn, one of the two Rangers may be moved to a different "space" adjacent to any existing tile.


B3. Scoring

The player gains no points.

Note: In one turn you can move only one Ranger. If you removed the Ranger from the board (A1) by placing a tile on its place, you can only move that one to another location, even if you do not place a meeple on the tile Two Rangers cannot be placed on the same spot.

Waterhole


Animal tokens can be used not only to boost score but also to create waterholes in the savanna.

Placing a tile

Place tile according to standard rules.


Begin or develop waterhole

Start building waterhole

Instead of placing a meeple player can start developing waterhole. To do this, player places animal token in empty corner of any tile (not necessarily the one just placed). Empty corner is considered the one with just savanna (small patches of grass or shrubs are not an obstruction). Corner of animal tile must always fit corner of the tile. Next, player must put his meeple on this waterhole.

Player immediately receives 3 points.

 
Red player puts tile to expand path. Because he does not place a meeple, he can start developing waterhole to get 3 points.

Expanding waterhole

Instead of placing meeple, player can expand existing waterhole. Place your waterhole tile (animal tile) in corner of one of the tiles so it is adjacent to previously placed token. Player gets point depending on which animal tile it is for given waterhole.

  • 2nd token: 4 points
  • 3rd token: 5 points
  • 4th token: 6 points

Note: Player must put a meeple on a waterhole after starting it, so he cannot start waterhole without available meeple.

 
Red places tile to expand path. Because he do not place a meeple, he can expand existing zebra and giraffe waterhole with ape animal tokeb. This is third species so he gets 5 points.

Special case

Player can create new waterhole facing (diagonally) already existing one. Because animal tokens are not touching each other, player can put his meeple there. When waterhole is finished, there will be two meeples on it. Both getting points. In that case there can be two of the same species in one waterhole.

 
Red places tile and starts new waterhole. Because it does not connects with existing water started by blue, it can also contain giraffe token.


Completing waterhole

After placing fourth (last) animal tile, it is finished. It's owner gains 3 points and returns his meeple to resources.

If two players own meeples on this waterhole, both gets 3 points.

If both meeples belong to the same player, he gets only 3 points.

 
Red places tile and does no put a meeple, instead he completes the waterhole. He gets 6 points. Blue gets 3 points and gets his meeple back.

Summary

Placing a tile

  • You must place your drawn tile in such a way that it continues the landscape and the illustration.
  • In some very rare cases, it may be impossible to place the tile. In those cases, simply return the tile to the box and draw a new one.
  • If player places tile, where Ranger is located, player takes takes Ranger to his resources.


Placing a meeple

  • You may place a meeple on the tile you’ve just placed.
  • If meeple is placed on baobab, player receives two animal tokens.
  • If player does not place meeple, he can start building waterhole.
  • If player does not place meeple, he can move Ranger.


Scoring a feature

  • Scoring always occurs at the end of a player’s turn. At that moment, each player with a meeple in a scored feature earns points. After each scoring, return to your supply the scored meeples.
  • Completed paths are counted, according to number of species on it.
  • Completed bush is counted, according to number of species on it plus 1 point for every bird symbol.
  • Completed baobab grants 2 animal tokens.
  • If there are multiple meeples in a single scored feature, the player with the most meeples is awarded full points and all other players receive nothing. When more than one player have the most meeples in a scored feature, the tied players all score full points.

Game end and final scoring

The game ends immediately after the turn of the player who placed the last tile[10]. Then, players proceed to a final scoring, after which the winner will be known.

Once the game is over, all meeples still in play are scored:

  • Each incomplete path and bush are worth 1 point per animal and bird symbol (species are not taken into consideration),
  • Each animal token is worth 1 point,
  • Meeples placed on baobab are worth nothing,
  • Meeples placed on waterholes are worth nothing.
 
Example: Final scoring
A: Blue does not get points for meeple on baobab.
B: Red gets 2 points (two animals on path[11]
C: Red and Blue own meeples in bush. Because red has majority in this feature, only he receives points. He gets 4 points for animals and six for birds, 10 in total.
D: Blue receives 2 points for ape and bird in bush.
E: Red receives 3 points for animal tokens in his resources.

Once the final score is known, the winner is the player with the most points.[12]

Special cases

Multiple meeples on the same feature


It is forbidden to put meeple on already occupied feature. It may happen that after joining two features, there will be more than one meeple on it. If one of the players gains majority (has more meeples than opponents), he gets all the points and opponents gets nothing. If two or more players owns the same number of meeples, they all get full number of points.

 
Before putting tile blue and red have their meeples on two separate paths. After placing tile those features join, creating one completed feature with four animal species (ape, lion, giraffe and elephant). Red decides to add zebra token and receives 15 points. Blues does not add token and receives 10 points.
 
Before placing tile, three meeples are located on three separate bush features. After placing tile all features joins creating one completed bush. Red does not animal token so he gets 11 points (6 points for 3 species and 5 points for birds). Blue does not get any points.

Use of a Table

A number of questions have been asked about rules related to the play area itself, including what happens when the edge of the area is reached, or if a table has to be used for play. The following clarifications are from Georg Wild from HiG (5/2013):

  • The edge of the table is the limit for the game if, as stated in the rules, a table is used.
  • The rules state that the starting tile is placed in the middle of the table. If all of the tiles are shifted to allow more room, the starting tile would no longer be in the middle. So in principle, total shifting of the tiles is not allowed. Additionally, with a manual shift of all of the tiles, the tiles and figures on the field can slip, which could lead to incorrect positioning of tiles or figures.
  • Addition of a second table is possible if one of an appropriate height is added to the first table. If a table is extended (as with an additional panel), make sure that the tiles and figures on the playing field do not slip.
  • Playing on the floor: The rules technically do not allow this, because the rules state that the first tile is placed in the middle of the table. Playing on the floor is not forbidden, however, if use of a table is not feasible. If the floor is used, tiles must be placed so all tiles are visible to all players. Tiles cannot be placed under the sofa, cabinet/shelf, etc.
  • It is important generally, that all the players in the round agree how to play:
    • Table - Standard
    • Table - with "total shifting" of tiles
    • Table - with extension
    • Floor
  • Continue to play fairly and not intentionally unfair to other players.

Tile reference

Total Land Tiles: 72 Tiles + 1 Start Tile

   x2
- | -
   x1
E
   x4
E | G | G | Z
   x3
A | E | L
   x1
L
   x4
A | A | E | L
   x5
E | G | G | L | Z
   x1
AA
   x1
AA
   x2
LL | ZZ
   x3
GG | ZZ | ZZ
   x1
Z
   x2
G | Z
   x3
A | AE | ZZ
   x1
AE
   x1
Z
   x1
G
   x1
EL
   x1
EGG
   x5
A | A | G | L | Z
   x4
E | L | Z | -
   x1
L
   x1
AEE
   x1
EEL
   x3
AL | AL | L
   x5
EE | EG | EZ | LL | LZ
   x2
AG | AL
   x2
G | Z
   x1
E
   x4
G | G | L | Z
   x1
LZ
   x1
GG
   x3
A | A | G
   x1 (Start Tile)
AEG

If several tiles of one type are present, it is listed which and how many animals are on each one.

The individual tiles are separated by a pipe symbol. Birds are not listed.

A = ape | E = elephant | G = giraffe | L = lion | Z = zebra | "-" = no animal


Total Animal/Watering Hole Tiles: 50

   x10 A
   x10 E
   x10 G
   x10 L
   x10 Z

Letters indicate the animal included on each tile:

A = ape | E = elephant | G = giraffe | L = lion | Z = zebra


Total 50/100 Point tiles: 5

   x5


Footnotes

For Icons explanation and licensing please visit Icons page.

  1.   Tiles can also be placed into a sack and drawn randomly.
  2.   See notes on Use of a Table
  3.   Animal tiles can also be placed into a small bag and drawn randomly.
  4.   It is common practice to choose starting player at random or simply choose the youngest player. More on this in house rules section.
  5.   A newly placed land tile must fit the adjacent terrain on all edges. During placement it is not enough to look for only one side that fits.
  6.   If drawing tiles out of a bag, a tile that cannot be placed may be returned to the bag for later use.
  7.   Question: Can a road end in nothing? Answer: No, like all the usual land tiles, a road segment must continue to another road segment on all edges.
  8.   It is unclear at this moment if the player can use those two tokens in the same turn to boost score.
  9. or must?
  10.   Polish version states that game ends when there are no more tiles to draw. That would suggest that game ends in tile placement phase, when the the player draws last tile, before he has a chance to place it or score. This is common for Carcassonne, that game at the end of turn, when last tile is drawn.
  11.   Polish translation states "two species", this should be consider translation error.
  12.   Rules do not include tiebreakers. That is rules explaining situation when few players share the same score.