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Group
20th Anniversary Expansion
3D Starting Landscape
999 Games
Abbey and the Mayor
Abbey and the Mayor (1st edition)
Accessories and Gadgets
Albi
Amazon Bonus River Tiles
Amazonas
Amazonas Base Game
Amazonas Fan Expansions
Anne Pätzke
Ark Fan Expansions
Ark Tile Reference
Authorised Fan Conversions
Bards of Carcassonne (Fan Expansion)
Base game
Base game (1st edition)
Besiegers Cathars Siege (1st edition)
Black Dragon (Fan Expansion)
Black Tower (Fan Expansion)
Bridges, Castles and Bazaars
Bridges, Castles and Bazaars (1st edition)
Carcassonne Around The World
Carcassonne Game Figures
Carcassonne Game Reference
Carcassonne Junior Base Game
Carcassonne Maps
Carcassonne Maps - Basic Rules
Carcassonne Maps - Germany
Carcassonne Order of Play
Carcassonne Scoring After the Game
Carcassonne Scoring During the Game
Carcassonne Scoring During Turn Sequence
Carcassonne Tile List
Carcassonne Tile Reference
Cardcassonne
Castle Lords (Fan Expansion)
Castles in Germany
Castles in Germany (1st edition)
Category:Amazonas
Category:Author - Bumsakalaka
Category:Author - Chmura
Category:Author - Christoph Berger
Category:Author - Danka
Category:Author - Fritz Spinne
Category:Author - Frédérick Renaud
Category:Author - Jeffrey Putnam
Category:Author - Jonathan Warren
Category:Author - Mati
Category:Author - meepleater
Category:Author - Novelty
Category:Author - Oriol Comas i Coma
Category:Author - Petr Chytka
Category:Author - PresetM
Category:Author - Scott
Category:Author - smoula
Category:Author - Snearone
Category:Author - stalcupojoy
Category:Author - Trebuchet
Category:Author - wolnic
Category:Fan Expansions
Category:Spinoff
Category:Under Construction
Cathedrals in Germany
Cathedrals in Germany (1st edition)
Christmas Present
Cleric and Serf (Fan Expansion)
Collections and Expansions
Count, King and Robber
Count, King and Robber (1st edition)
COVID-19 (Fan Expansion)
Crop Circles
Crop Circles (1st edition)
CundCo
CutCassonne
Darmstadt Promo (1st edition)
Demo Spiel
Devir
Digital Versions
Doris Matthäus
Děčínský Sněžník (Fan Expansion)
Easter in Carcassonne (1st edition)
Expansion List Labels
Expansion Selector Labels
Family Feud (Fan Expansion)
Fan Expansions
Gambler's Luck (Fan Expansion)
Game Figures
Game Figures (1st edition)
Game Reference
Game Reference (1st edition)
Games Quarterly 11 (1st edition)
Ghosts, Castles and Cemeteries
Glossary
Glossary/Abbey
Glossary/Abbot (figure)
Glossary/Abbot (special monastery rules)
Glossary/Active player
Gold Rush
Gold Rush Base Game
Gold Rush Fan Expansions
Gold Rush The Sheriff
Gold Rush Tile Reference
Great Fairs (Fan Expansion)
Halflings
Halflings (1st edition)
Hans im Glück
Heretics and Shrines (1st edition)
HG Tile Reference
Hills & Sheep
Hills & Sheep (1st edition)
Hunters and Gatherers
Hunters and Gatherers Base Game
Hunters and Gatherers Fan Expansions
Hunters and Gatherers Scout
Hunters and Gatherers v2 Base Game
Icons
Inns and Cathedrals
Inns and Cathedrals (1st edition)
Interim rules
Karl-Heinz Schmiel
King and Robber Baron (1st edition)
Klaus-Jürgen Wrede
La Porxada (1st edition)
Lineart
Little Buildings (1st edition)
Lucca Map Mini Game
Mage and Witch
Mage and Witch (1st edition)
Main Page
Main Page Test
Map-Chips Benelux
Map-Chips France
Map-Chips Germany
Map-Chips Great Britain
Map-Chips Iberian Peninsula
Map-Chips Nordics
Map-Chips Taiwan
Map-Chips Ukraine
Map-Chips USA West and East
Marcel Gröber
Meeple Stacking
Mega-Carcassonne
Mindok
Mists over Carcassonne
Mists over Carcassonne Base Game
Mists over Carcassonne The Spell Circles
Monasteries
Monasteries (1st edition)
My First Carcassonne
My First Carcassonne Base Game
New World
New World Base Game
Notes on the Czech translation
Order of Play
Order of Play (1st edition)
Over Hill and Dale
Over Hill and Dale Base Game
Over Hill and Dale Fan Expansions
Print-and-Play Demo
Profiles
Publishers
Quizzes
Replace Test
Rio Grande Games
River
River (1st edition)
Robber's Son (Fan Expansion)
Russian Promos (1st edition)
Safari
Safari Base Game
Saint Nicholas Scoring Board
Scoring After the Game
Scoring After the Game (1st edition)
Scoring During the Game
Scoring During the Game (1st edition)
Scoring During Turn Sequence
Scoring During Turn Sequence (1st edition)
Scoring Flags
Scoring: A Historical Perspective (1st edition)
Selected Rules Variants
Solo Variant
South Seas
South Seas Base Game
South Seas Fan Expansions
South Seas Friday
Spiel Doch Promo
Spiel Doch Safari Promo
Spiel Promos
Spielbox
Star Wars
Star Wars Base Game
Star Wars Expansion 1
Summary of Rule Sets & Changes
Summary of Rule Sets & Changes (1st edition)
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Template:OverHillAndDaleLink
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The Abbot
The Adults of Carcassonne
The Ark of the Covenant
The Ark of the Covenant Base Game
The Barber-Surgeons
The Bets
The Castle
The Castle Base Game
The Castle Falcon
The Catapult (1st edition)
The City
The City Base Game
The City Gates (1st edition)
The Count of Carcassonne (1st edition)
The Courier (Fan Expansion)
The Dice Game
The Discovery
The Discovery Base Game
The Drawbridges
The Farmers
The Ferries
The Ferries (1st edition)
The Festival
The Festival (1st edition)
The Flier
The Flier (1st edition)
The Flying Machines 2 (Fan Expansion)
The Fortune Teller
The Fruit-Bearing Trees
The Gifts
The Goldmines
The Goldmines (1st edition)
The Labyrinth
The Labyrinths (Fan Expansion)
The Land Surveyors
The Land Surveyors Simulator
The Markets of Leipzig
The Messages
The Messages (1st edition)
The Obelisk (Fan Expansion)
The Peasant Revolts
The Phantom (1st edition)
The Plague (1st edition)
The Plague Diagrams (1st edition)
The Princess and The Dragon
The Princess and The Dragon (1st edition)
The Robbers
The Robbers (1st edition)
The School (1st edition)
The Signposts
The Spell Circles
The Tollkeepers
The Tower
The Tower (1st edition)
The Tunnel (1st edition)
The Watchtowers
The Wells (Fan Expansion)
The Wetlands (Fan Expansion)
The Wheel of Fortune (1st edition)
The Wonders of Humanity
Tile Reference
Tile Reference (1st edition)
Tile Reference (2nd edition)
Tile Reference (3rd edition)
Tile Selector Labels
Timeline
Tournaments and World Championships
Traders and Builders
Traders and Builders (1st edition)
Translation Test
Translations:User:Bumsakalaka/JCloisterZoneLocale/59/qqq
Ukraine Promo
Under the Big Top
User:Bumsakalaka/JCloisterZoneLocale
User:Bumsakalaka/TextExpansionLabels
User:NGC 54
User:Petul/Testovací stránka 2
Variants
Vistas (Fan Expansion)
Visual Changes in the 2nd Edition
Visual Timeline (1st edition)
Visual Timeline (2nd edition)
Wagon Movement Rules Changes
WICA Translator
Wikicarpedia:About
Wikicarpedia:Administrators
Wind Roses (1st edition)
Winter Edition
Winter Edition Base Game
Winter Edition Die Kornkreise
Winter Edition The Abbot
Winter Edition The Gingerbread Man
Winter Edition The River
Winter Game Figures
Winter Game Reference
Winter Order of Play
Winter Scoring After the Game
Winter Scoring During the Game
Winter Scoring During Turn Sequence
Winter Tile Reference
Z-Man Games
Zamek Base Game
Zamek Falcon
Language
aa - Afar
ab - Abkhazian
abs - Ambonese Malay
ace - Achinese
ady - Adyghe
ady-cyrl - Adyghe (Cyrillic script)
aeb - Tunisian Arabic
aeb-arab - Tunisian Arabic (Arabic script)
aeb-latn - Tunisian Arabic (Latin script)
af - Afrikaans
ak - Akan
aln - Gheg Albanian
alt - Southern Altai
am - Amharic
ami - Amis
an - Aragonese
ang - Old English
anp - Angika
ar - Arabic
arc - Aramaic
arn - Mapuche
arq - Algerian Arabic
ary - Moroccan Arabic
arz - Egyptian Arabic
as - Assamese
ase - American Sign Language
ast - Asturian
atj - Atikamekw
av - Avaric
avk - Kotava
awa - Awadhi
ay - Aymara
az - Azerbaijani
azb - South Azerbaijani
ba - Bashkir
ban - Balinese
ban-bali - ᬩᬲᬩᬮᬶ
bar - Bavarian
bbc - Batak Toba
bbc-latn - Batak Toba (Latin script)
bcc - Southern Balochi
bci - Baoulé
bcl - Central Bikol
be - Belarusian
be-tarask - Belarusian (Taraškievica orthography)
bg - Bulgarian
bgn - Western Balochi
bh - Bhojpuri
bho - Bhojpuri
bi - Bislama
bjn - Banjar
bm - Bambara
bn - Bangla
bo - Tibetan
bpy - Bishnupriya
bqi - Bakhtiari
br - Breton
brh - Brahui
bs - Bosnian
btm - Batak Mandailing
bto - Iriga Bicolano
bug - Buginese
bxr - Russia Buriat
ca - Catalan
cbk-zam - Chavacano
cdo - Min Dong Chinese
ce - Chechen
ceb - Cebuano
ch - Chamorro
cho - Choctaw
chr - Cherokee
chy - Cheyenne
ckb - Central Kurdish
co - Corsican
cps - Capiznon
cr - Cree
crh - Crimean Tatar
crh-cyrl - Crimean Tatar (Cyrillic script)
crh-latn - Crimean Tatar (Latin script)
cs - Czech
csb - Kashubian
cu - Church Slavic
cv - Chuvash
cy - Welsh
da - Danish
dag - Dagbani
de - German
de-at - Austrian German
de-ch - Swiss High German
de-formal - German (formal address)
din - Dinka
diq - Zazaki
dsb - Lower Sorbian
dtp - Central Dusun
dty - Doteli
dv - Divehi
dz - Dzongkha
ee - Ewe
egl - Emilian
el - Greek
eml - Emiliano-Romagnolo
en - English
en-ca - Canadian English
en-gb - British English
eo - Esperanto
es - Spanish
es-419 - Latin American Spanish
es-formal - Spanish (formal address)
et - Estonian
eu - Basque
ext - Extremaduran
fa - Persian
ff - Fulah
fi - Finnish
fit - Tornedalen Finnish
fj - Fijian
fo - Faroese
fr - French
frc - Cajun French
frp - Arpitan
frr - Northern Frisian
fur - Friulian
fy - Western Frisian
ga - Irish
gag - Gagauz
gan - Gan Chinese
gan-hans - Gan (Simplified)
gan-hant - Gan (Traditional)
gcr - Guianan Creole
gd - Scottish Gaelic
gl - Galician
glk - Gilaki
gn - Guarani
gom - Goan Konkani
gom-deva - Goan Konkani (Devanagari script)
gom-latn - Goan Konkani (Latin script)
gor - Gorontalo
got - Gothic
grc - Ancient Greek
gsw - Swiss German
gu - Gujarati
guc - Wayuu
guw - Gun
gv - Manx
ha - Hausa
hak - Hakka Chinese
haw - Hawaiian
he - Hebrew
hi - Hindi
hif - Fiji Hindi
hif-latn - Fiji Hindi (Latin script)
hil - Hiligaynon
ho - Hiri Motu
hr - Croatian
hrx - Hunsrik
hsb - Upper Sorbian
ht - Haitian Creole
hu - Hungarian
hu-formal - Hungarian (formal address)
hy - Armenian
hyw - Western Armenian
hz - Herero
ia - Interlingua
id - Indonesian
ie - Interlingue
ig - Igbo
ii - Sichuan Yi
ik - Inupiaq
ike-cans - Eastern Canadian (Aboriginal syllabics)
ike-latn - Eastern Canadian (Latin script)
ilo - Iloko
inh - Ingush
io - Ido
is - Icelandic
it - Italian
iu - Inuktitut
ja - Japanese
jam - Jamaican Creole English
jbo - Lojban
jut - Jutish
jv - Javanese
ka - Georgian
kaa - Kara-Kalpak
kab - Kabyle
kbd - Kabardian
kbd-cyrl - Kabardian (Cyrillic script)
kbp - Kabiye
kcg - Tyap
kg - Kongo
khw - Khowar
ki - Kikuyu
kiu - Kirmanjki
kj - Kuanyama
kjp - Eastern Pwo
kk - Kazakh
kk-arab - Kazakh (Arabic script)
kk-cn - Kazakh (China)
kk-cyrl - Kazakh (Cyrillic script)
kk-kz - Kazakh (Kazakhstan)
kk-latn - Kazakh (Latin script)
kk-tr - Kazakh (Turkey)
kl - Kalaallisut
km - Khmer
kn - Kannada
ko - Korean
ko-kp - Korean (North Korea)
koi - Komi-Permyak
kr - Kanuri
krc - Karachay-Balkar
kri - Krio
krj - Kinaray-a
krl - Karelian
ks - Kashmiri
ks-arab - Kashmiri (Arabic script)
ks-deva - Kashmiri (Devanagari script)
ksh - Colognian
ku - Kurdish
ku-arab - Kurdish (Arabic script)
ku-latn - Kurdish (Latin script)
kum - Kumyk
kv - Komi
kw - Cornish
ky - Kyrgyz
la - Latin
lad - Ladino
lb - Luxembourgish
lbe - Lak
lez - Lezghian
lfn - Lingua Franca Nova
lg - Ganda
li - Limburgish
lij - Ligurian
liv - Livonian
lki - Laki
lld - Ladin
lmo - Lombard
ln - Lingala
lo - Lao
loz - Lozi
lrc - Northern Luri
lt - Lithuanian
ltg - Latgalian
lus - Mizo
luz - Southern Luri
lv - Latvian
lzh - Literary Chinese
lzz - Laz
mad - Madurese
mai - Maithili
map-bms - Basa Banyumasan
mdf - Moksha
mg - Malagasy
mh - Marshallese
mhr - Eastern Mari
mi - Maori
min - Minangkabau
mk - Macedonian
ml - Malayalam
mn - Mongolian
mni - Manipuri
mnw - Mon
mo - Moldovan
mr - Marathi
mrh - Mara
mrj - Western Mari
ms - Malay
ms-arab - Malay (Jawi script)
mt - Maltese
mus - Muscogee
mwl - Mirandese
my - Burmese
myv - Erzya
mzn - Mazanderani
na - Nauru
nah - Nāhuatl
nan - Min Nan Chinese
nap - Neapolitan
nb - Norwegian Bokmål
nds - Low German
nds-nl - Low Saxon
ne - Nepali
new - Newari
ng - Ndonga
nia - Nias
niu - Niuean
nl - Dutch
nl-informal - Dutch (informal address)
nn - Norwegian Nynorsk
no - Norwegian
nov - Novial
nqo - N’Ko
nrm - Norman
nso - Northern Sotho
nv - Navajo
ny - Nyanja
nys - Nyungar
oc - Occitan
ojb - Northwestern Ojibwe
olo - Livvi-Karelian
om - Oromo
or - Odia
os - Ossetic
pa - Punjabi
pag - Pangasinan
pam - Pampanga
pap - Papiamento
pcd - Picard
pdc - Pennsylvania German
pdt - Plautdietsch
pfl - Palatine German
pi - Pali
pih - Norfuk / Pitkern
pl - Polish
pms - Piedmontese
pnb - Western Punjabi
pnt - Pontic
prg - Prussian
ps - Pashto
pt - Portuguese
pt-br - Brazilian Portuguese
pwn - Paiwan
qu - Quechua
qug - Chimborazo Highland Quichua
rgn - Romagnol
rif - Riffian
rm - Romansh
rmc - Carpathian Romani
rmy - Vlax Romani
rn - Rundi
ro - Romanian
roa-tara - Tarantino
ru - Russian
rue - Rusyn
rup - Aromanian
ruq - Megleno-Romanian
ruq-cyrl - Megleno-Romanian (Cyrillic script)
ruq-latn - Megleno-Romanian (Latin script)
rw - Kinyarwanda
sa - Sanskrit
sah - Sakha
sat - Santali
sc - Sardinian
scn - Sicilian
sco - Scots
sd - Sindhi
sdc - Sassarese Sardinian
sdh - Southern Kurdish
se - Northern Sami
sei - Seri
ses - Koyraboro Senni
sg - Sango
sgs - Samogitian
sh - Serbo-Croatian
shi - Tachelhit
shi-latn - Tachelhit (Latin script)
shi-tfng - Tachelhit (Tifinagh script)
shn - Shan
shy - Shawiya
shy-latn - Shawiya (Latin script)
si - Sinhala
simple - Simple English
sjd - Kildin Sami
sje - Pite Sami
sk - Slovak
skr - Saraiki
skr-arab - Saraiki (Arabic script)
sl - Slovenian
sli - Lower Silesian
sm - Samoan
sma - Southern Sami
smn - Inari Sami
sn - Shona
so - Somali
sq - Albanian
sr - Serbian
sr-ec - Serbian (Cyrillic script)
sr-el - Serbian (Latin script)
srn - Sranan Tongo
ss - Swati
st - Southern Sotho
stq - Saterland Frisian
sty - Siberian Tatar
su - Sundanese
sv - Swedish
sw - Swahili
szl - Silesian
szy - Sakizaya
ta - Tamil
tay - Tayal
tcy - Tulu
te - Telugu
tet - Tetum
tg - Tajik
tg-cyrl - Tajik (Cyrillic script)
tg-latn - Tajik (Latin script)
th - Thai
ti - Tigrinya
tk - Turkmen
tl - Tagalog
tly - Talysh
tly-cyrl - толыши
tn - Tswana
to - Tongan
tpi - Tok Pisin
tr - Turkish
tru - Turoyo
trv - Taroko
ts - Tsonga
tt - Tatar
tt-cyrl - Tatar (Cyrillic script)
tt-latn - Tatar (Latin script)
tum - Tumbuka
tw - Twi
ty - Tahitian
tyv - Tuvinian
tzm - Central Atlas Tamazight
udm - Udmurt
ug - Uyghur
ug-arab - Uyghur (Arabic script)
ug-latn - Uyghur (Latin script)
uk - Ukrainian
ur - Urdu
uz - Uzbek
uz-cyrl - Uzbek (Cyrillic script)
uz-latn - Uzbek (Latin script)
ve - Venda
vec - Venetian
vep - Veps
vi - Vietnamese
vls - West Flemish
vmf - Main-Franconian
vo - Volapük
vot - Votic
vro - Võro
wa - Walloon
war - Waray
wls - Wallisian
wo - Wolof
wuu - Wu Chinese
xal - Kalmyk
xh - Xhosa
xmf - Mingrelian
xsy - Saisiyat
yi - Yiddish
yo - Yoruba
yue - Cantonese
za - Zhuang
zea - Zeelandic
zgh - Standard Moroccan Tamazight
zh - Chinese
zh-cn - Chinese (China)
zh-hans - Simplified Chinese
zh-hant - Traditional Chinese
zh-hk - Chinese (Hong Kong)
zh-mo - Chinese (Macau)
zh-my - Chinese (Malaysia)
zh-sg - Chinese (Singapore)
zh-tw - Chinese (Taiwan)
zu - Zulu
qqq - Message documentation
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{{UX |seotitle={{TextCarcassonne}} - {{TranslatedPageName}} |sortingtitle=Halflings |image={{filepath:Halflings_C2_Features_01.png|nowiki}} |description={{#lst:{{FULLPAGENAME}}|description}} }} <div style="display:none;"><section begin="description" /> <!--Need to add a description - anyone can add :)--> <section end="description" /></div> <languages />{{ChooseDesign|image=Halfling 1 C2 Tile 09.png|image2=Halfling 2 C2 Tile 07.png|otherimage=Halflings C1 Spielbox Tile 09.jpg|otherimage2=Halflings C1 Cundco Tile 07.jpg|otherlink={{HalflingsLink|edition=C1|logo=noborder}}}} {{Breadcrumbs |link1={{CarcassonneLink}} }} [[File:Halfings_C2_Tiles_Sample.jpg|thumb|right|Sample of Halfling tiles: the spirals show the Halfling I tiles (left) and the Halfling II tiles (right)]] == General info and comments == {| style="float:right;" |- valign="top" | [[File:Sheet_C2_Halflings.png|130px|thumb|right|Punchout]] | [[File:Symbol_Halflings1_C2.png|frame|none|Halfings I symbol]] | [[File:Symbol_Halflings2_C2.png|frame|none|Halfings II symbol]] |} [[Halflings|Halflings]] was originally released by [[Hans_im_Glück|Hans im Glück]] in {{Year|2020}}. This mini-expansion includes tiles of two mini-expansions published in 2014. While tiles marked with [[File:Symbol_Halflings1_C2.png|x30px]] match those of the version which was published in [[SpielBox|SpielBox]] magazine ([http://www.spielboxshop.de www.spielboxshop.de]), tiles marked with [[File:Symbol_Halflings2_C2.png|x30px]] stem from another version which was originally available at [http://www.cundco.de www.cundco.de] exclusively. This mini expansion was released for [[Halflings (1st edition)|the 1st Edition]] in {{Year|2014}}. This expansion has been developed for the Carcassonne basic game. All the basic game rules still apply in addition to the expansion rules below. You can combine it with other expansions - but at your own risk – i.e. there will be no official rules for these combinations. == Contents == * '''24 new “half-sized” triangular land tiles''' {{BeginTileList|nesting=1|width=800px}} {{StartBlock|width=295px}} [[File:Halflings_C2_Features_01.png|287px|frame|none|Examples of new half-sized, triangular land tiles with various features]] {{EndBlock}} {{StartBlock|width=295px}} [[File:Halflings_C2_Features_02.png|287px|frame|none|This expansion includes 4 tiles with symbols of the expansions '''Exp. 9 - [[Hills & Sheep|Hills & Sheep]]''' and the '''Mini #7 - [[Crop Circles|Crop Circles]]''' ]] {{EndBlock}} {{EndTileList}} == Rules == === Preparation === For your first game shuffle all triangular tiles face down (except for those with symbols from expansions). Each player draws 3 triangular tiles, takes a look at them and puts their tiles in front of them face down. If you have already played Halflings before, you can play the following version: At the beginning of the game put down all triangular tiles face up. Determine which player is first. The player whose turn is last, chooses a tile and places it in front of them face down. The remaining players continue to do the same counter-clockwise until everyone has drawn 3 tiles. The remaining triangular tiles are put back in the box. If you like to play using more triangular tiles, you can do so (depending on the number of players). <span id="gameplay"></span> === Gameplay === {{RulesPlacingTile|title=1. Placing a tile|rules= Instead of drawing and placing a regular land tile you can choose to place one of your triangular tiles instead. The half-sized tiles are placed according to the rules of the Carcassonne base game, meaning that at least one side of your tile has to continue the landscape of one or more existing tiles. The long side of the triangular tile may never be placed next to a regular land tile continuing its landscape. You may however place a half-sized tile with its long side adjacent to that of another half-sized tile if it continues the landscape. [[File:Halflings_C2_Tile_Placement_Examples_01_02.png|frame|none|546px|'''Example 1:''' Two examples of how to place a half-sized tile.]] [[File:Halflings_C2_Tile_Placement_Example_03.png|frame|none|172px|'''Example 2:''' A half-sized tile '''cannot''' be placed this way.]] '''Game end''' <ref> {{IconBook}} This section was included in the rules from 2014 but omitted in the rules from 2020. </ref> The game ends immediately at the end of the turn in which the last normal (not half-sized) land tile is placed. If any player still has any unplayed half-sized tiles in front of them, they may no longer play them. }} {{RulesPlacingMeeple|title=2. Placing a meeple|rules= After having placed a half-sized tile, you may now place a meeple on your tile according to the rules of the base game. You may place a meeple even if there is already a meeple on an adjacent half-sized tile. <ref> {{IconArrow}} This sentence is a translation of the German rules. The English translation by HiG had a different meaning, probably by mistake: "You may also place a Meeple on an adjacent triangular tile if there already is one." </ref> <ref> {{IconWorld}} This comment indicates that triangular tiles are independent, even if they occupy the same square space. </ref> [[File:Halflings_C2_Meeple_Placement_Example_01.png|frame|none|'''Example:''' Two meeples can stand on two adjacent triangular tiles.]] }} {{RulesScoring|title=3. Scoring a feature|rules= If you complete a feature with half-sized tiles, it is scored according to the normal rules but considering occupied spaces (areas) and not individual tiles. <ref> {{IconArrow}} This sentence is based on the German wording but including the clarifications from 1/2021. <br />The English version has a different meaning, possibly by mistake: "If you complete a feature by placing a half-sized tile, it is being scored according to the rules of the base game." </ref> {{FAQ|width=600px|title= When scoring a city or a road, how should we consider two Halfling tiles in one space? |text= The Halflings count as one occupied space (area). [Note that spaces occupied by one or two Halfling tiles are considered equivalent to a regular tile. -ed.] (1/2021) }} > '''Roads and cities''' As per the base game rules, completed cities cannot contain gaps. In this case, this means they cannot contain square or triangular gaps. Roads will follow the same rule: A road with a triangular gap will be considered incomplete too.<br /> {{BeginBlockList|width=600px}} {{Block| [[File:Halflings_C2_Clarification_City_Example_01a.png|frame|none|'''Example 1:''' This "city" containing a triangular gap is considered incomplete, since a city is not completed if it contains a gap. Actually, the picture shows 3 separate incomplete cities.]] }} {{Block| [[File:Halflings_C2_Clarification_City_Example_01b.png|frame|none|'''Example 2:''' This city containing triangular tiles is completed and can be scored. It includes no triangular (or square) gaps.]] }} {{EndBlockList}} The scoring of a completed city or road will follow the normal rules but one or two triangular tiles in one square space will be counted as one regular tile. {{BeginBlockList|width=600px}} {{Block| [[File:Halflings_C2_Clarification_City_Example_02.png|frame|none|'''Example 3:''' {{ColorRed|Red}} plays the Halfling tile completing his city. He scores 8 points, since the two triangular tiles are counted as one regular tile. The scoring considers a city with three regular tiles and 1 coat of arms.]] }} {{Block|[[File:Halflings_C2_Clarification_Road_Example_01.png|frame|none|'''Example 4:''' {{ColorBlue|Blue}} plays the Halfling tile completing his road. He scores 4 points, since the two triangular tiles are counted as one regular tile. The scoring considers a road with four regular tiles.]] }} {{EndBlockList}} > '''Monasteries''' A triangular tile in the surroundings of a monastery is counted just like a regular land tile (it scores 1 point and can complete the monastery). The triangular tile does not have to be adjacent to the tile with the monastery itself in order to complete the monastery. If two triangular tiles have been placed instead of a regular land tile, you still only score 1 point for this occupied space. <ref> {{IconWorld}} Therefore, monasteries are scored taking into account the spaces occupied by the monastery tile and by tiles (1 or 2) in the adjacent spaces. The number of tiles occupying these spaces is irrelevant. This means that a completed monastery will always score 9 points during the game. </ref> [[File:Halflings_C2_Monastery_Scoring_Examples_01_02_03.png|frame|none|'''Example 5:''' In all of the three examples the monastery is complete and earns you 9 points.]] |finalscoring= > '''Monasteries''' At the end of the game, an incomplete monastery will score 1 point for the occupied space with the monastery tile and 1 point for each occupied adjacent space. [[File:Halflings_C2_Example_05.png|frame|none|'''Final scoring example 1:''' {{ColorBlue|Blue}} scores 6 points for their monastery: <ul> <li> 1 point for the space occupied by the monastery, even if it occupied by two triangular tiles</li> <li> 1 point for each adjacent space occupied by square tiles.</li> </ul> {{ColorRed|Red}} scores 5 points for their monastery: <ul> <li>1 point for the space occupied by the monastery</li> <li>1 point for the occupied adjacent spaces no matter if they have 1 or 2 triangular tiles or square tiles</li> </ul> ]] > '''Fields''' Field scoring is affected by the triangular gaps in the landscape. Triangular gaps interrupt the field continuity and define boundaries. (1/2021) [[File:Halflings_C2_Clarification_Field_Scoring_01.png|200px|frame|none|'''Final scoring example 2:''' The meeples occupy two separate fields: <ul> <li>{{ColorRed|Red}} and {{ColorBlue|Blue}} share the field on the left and will score 3 points each for it.</li> <li>{{ColorRed|Red}} is alone in the field on the right and will score 3 points for it.</li> </ul> ]] }} <span id="special_symbols"></span> === Tiles with expansion symbols === The following three tiles show symbols of the 9th expansion [[Hills & Sheep|Hills & Sheep]] which rules do apply here. The rules of tiles 1 and 2 can be applied without further game material. In order to use the sheep on tile 3, you need material included in the 9th expansion. [[File:Halflings_C2_Tile_Features_Hills_And_Sheep.png|none]] <span class="wica-green-box">1</span> '''Vineyard''' | If a monastery is being completed and scored, its owner earns 3 extra points for each vineyard depicted on the tiles in the vicinity of the monastery (the square space with the monastery and the 8 spaces surrounding it). <ref> {{IconWorld}} The wording has been updated to cover the cases derived from the introduction of Halflings. The original wording only mentioned the 8 adjacent tiles, assuming the rules for square tiles only: "If a monastery is being completed and scored, its owner earns 3 extra points for each vineyard depicted on the 8 tiles surrounding the monastery." With Halflings there may be up to 16 adjacent tiles. Additionally, since there is a half-sized tile with a monastery and another with a vineyard that can be placed together in the same space, this means that there may be vineyards not only on the tiles on adjacent spaces but also on the same space as the monastery. The rules should account for all these case. {{BeginBlockList|width=600px}} {{Block|[[File:Halflings_C2_Vineyard_Example_01.jpg|frame|none|'''Example 1:''' {{ColorBlue|Blue}} scores this monastery on a triangular tile sharing its square space with another triangular tile with a vineyard. {{ColorBlue|Blue}} receives 12 points (9 for the monastery and 3 for the vineyard).]] }} {{Block|[[File:Halflings_C2_Vineyard_Example_02.jpg|frame|none|'''Example 2:''' {{ColorBlue|Blue}} scores this monastery on a triangular tile with a vineyard on a tile on an adjacent space. {{ColorBlue|Blue}} receives 12 points (9 for the monastery and 3 for the vineyard). ]] }} {{EndBlockList}} </ref> <span class="wica-green-box">2</span> '''Hill''' | If you place the triangular tile depicting the hill, you draw a regular land tile according to the rules of the 9th expansion and place it under the hill tile. The free triangular space can later be filled by placing another half-sized tile. The hill counts for the whole space and therefore also for a potential second triangular tile. If you have a meeple on a feature with a hill, ties for scoring that feature are broken in your favor. <span class="wica-green-box">3</span> '''Sheep''' | You earn 3 points for the sheep on this tile if you guide your flock to the stable. <ref> {{IconBook}} The sheep on the tile counts as a "permanent" sheep token every time that a shepherd on the associated field scores its sheep. (11/2014) </ref> A wolf cannot scare these sheep away. <ref> {{IconArrow}} We are replacing this sentence with a translation of German version. The English wording is somewhat misleading : "A wolf cannot scatter your flock." </ref> <hr /> <span id="crop_circle"></span> The tile depicting the crop circle is played differently from the normal crop circle tiles (see [[Crop Circles|Crop Circles]]). [[File:Halflings_C2_Tile_Features_Crop_Circles.png|none]] <span class="wica-green-box">4</span> '''Crop Circle''' | You play a normal turn with the crop circle tile. <ref> {{IconWorld}} We use a translation of the German rules for clarity. The English wording is this: "Place the triangular crop circle tile according to the rules." </ref> Afterwards you determine a '''kind of meeple''' (knight, highwayman or farmer) and choose one of the following actions which all players (including yourself) must complete, starting with the player to your left: Each player either... <ref> {{IconArrow}} We used a translation of the German rules. The English rules contain a mistranslation stating that:<br /> "Each player must either...<br /> A) ... take a meeple from their supply and '''place it next to another one''' of their meeples of this kind on the same land tile.<br /> '''OR'''<br /> B) ... '''remove''' one of their meeples of the determined kind from a land tile and put it back into their supply." </ref> A) ... '''may''' take a meeple from their supply and '''place it next to another one''' of their meeples of this kind on the same land tile. <ref> {{IconWorld}} The meeple must be placed next to one of your meeple, that is, on the same feature on the same tile. </ref> '''OR''' B) ... '''must remove''' one of their meeples of the determined kind from a land tile and put it back into their supply. If a player does not have any meeples of the determined kind, they cannot complete neither action A nor B. === Rules changes === The Halflings rules have become a source of great controversy due to the many gaps and conclusions left to the reader. The rules focus on explaining the especial case for monasteries only: The rules from 2014 did not even mention how roads and cities were to be scored and the rules from 2020 just indicate that completed roads and cities with triangular tiles are scored according to the normal rules. In 2014, the lack of information about road and city scoring led to the interpretation that they should be scored according to the principle provided for monasteries that two triangular tiles in one square space were to be counted as one tile. This assumption would have some consequences when considering interactions with other expansions since triangular tiles would not be considered individual tiles in some cases. * Scoring features with the rules from 2014: ** Roads and cities are scored according to the number of square tiles (2 triangular tiles are considered 1 square tile) ** Monasteries are scored according the square spaces with tiles (2 triangular tiles are considered 1 tile) - Monasteries can score up to 9 points The clarifications from 10/2015 affected the scoring of cities and roads (each triangular tile would be considered individually from this moment on), but it changes the way monasteries should be scored, since each tile would be counted individually for monasteries too. So monasteries could score up to 18 points as you could cram that many Halflings tiles in the space occupied by a monastery and the 8 adjacent spaces. These clarifications covered some interactions with other expansions, not all of them, but provided some hints to address some other by analogy (with some house rules, if needed). They would represent a lot of consequences when considering interactions with other expansions since triangular tiles would be considered as individual tiles now. (Double-sized tile were considered individual tiles too, so this also added additional distortions to the way some expansions interacted). * Scoring features with the clarifications from 10/2015: ** Roads and cities are scored according to the number of individual tiles (square, triangular or double sized) ** Monasteries are scored according the number of individual tiles (square, triangular or double sized) - Monasteries can score up to 18 points Later in 2020, the re-release of Halflings for Carcassonne II included similar rules to those from 2014. There was a brief indication on how roads and cities should be scored and the rules for the monasteries were a step back from the clarifications from 10/2015, returning to the original ones from 2014. The clarifications from 10/2015 were still applied except for the scoring of monasteries (and therefore German castles by extension). * Scoring features with the rules from 2020 + clarifications from 10/2015: ** Roads and cities are scored according to the number of individual tiles (square, triangular or double sized) ** Monasteries are scored according the square spaces with tiles (square, triangular or double sized) - Monasteries can score up to 9 points A new set of clarifications were provided in 1/2021. These clarifications confirmed that the previous clarifications from 10/2015 were outdated and the same principles were applied to the scoring of roads, cities and monasteries. Therefore, the principles established in 2014 where to be applied universally. * Scoring features with the clarifications from 1/2021: ** Roads and cities are scored according to the number of occupied spaces (2 triangular tiles are considered as 1 occupied square space) ** Monasteries are scored according the square spaces with tiles (square, triangular or double sized) - Monasteries can score up to 9 points ** Additionally, all expansions should consider occupied spaces for their mechanics: the dragon movement, the tower range, fliers, German castles... The following table summarizes the evolution of the rules and its consequences. {| class="wikitable" |- ! colspan="6" | Rules Updates |- ! rowspan="2" | Feature ! rowspan="2" | Tiles occupying a space ! align="center" rowspan="2" | C1 rules from 2014 ! align="center" rowspan="1" | Clarifications from 10/2015 ! align="center" rowspan="2" | C2 rules from 2020 ! align="center" rowspan="1" | Clarifications from 1/2021 |- ! align="center" rowspan="1" style="background-color: #000000;"| {{ColorWhite|Final C1 rules}} ! align="center" rowspan="1" style="background-color: #000000;"| {{ColorWhite|Final C2/C3 rules}} |- | rowspan="5" bgcolor="#cccccc" | '''Road / City''' | align="center" bgcolor="#cccccc" | | align="center" bgcolor="#cccccc" | Scored per tile | align="center" bgcolor="#cccccc" | Scored per tile | align="center" bgcolor="#cccccc" | Scored per tile | align="center" bgcolor="#cccccc" | Scored per occupied space |- | 1 square tile | align="center" | 1 tile | align="center" | 1 tile | align="center" | 1 tile | align="center" | 1 tile → 1 occupied space |- | 1 triangular tile | align="center" | {{ColorRed|1 tile}} <sup>(1)</sup> | align="center" | 1 tile | align="center" | 1 tile | align="center" | 1 tile → 1 occupied space |- | 2 triangular tiles | align="center" | {{ColorRed|2 tiles → counted as 1 tile}} <sup>(1)</sup> | align="center" | 2 tiles | align="center" | 2 tiles | align="center" | 2 tiles → 1 occupied space |- | 1 part of double-sized tile | align="center" bgcolor="#e0e0e0" | N/A <sup>(2)</sup> | align="center" | 1 tile | align="center" bgcolor="#e0e0e0" | 1 tile <sup>(3)</sup> | align="center" | 1 tile part → 1 occupied space <sup>(6)</sup> |- | rowspan="5" bgcolor="#cccccc" | '''Monastery''' | bgcolor="#cccccc" | | align="center" bgcolor="#cccccc" | Scored per occupied space | align="center" bgcolor="#cccccc" | Scored per tile | align="center" bgcolor="#cccccc" | Scored per occupied space | align="center" bgcolor="#cccccc" | Scored per occupied space |- | 1 square tile | align="center" | 1 tile → 1 occupied space | align="center" | 1 tile | align="center" | 1 tile → 1 occupied space | align="center" | 1 tile → 1 occupied space |- | 1 triangular tile | align="center" | 1 tile → 1 occupied space | align="center" | 1 tile <sup>(4)</sup> | align="center" | 1 tile → 1 occupied space | align="center" | 1 tile → 1 occupied space |- | 2 triangular tiles | align="center" | 2 tiles → 1 occupied space | align="center" | 2 tiles <sup>(4)</sup> | align="center" | 2 tiles → 1 occupied space | align="center" | 2 tiles → 1 occupied space |- | 1 part of double-sized tile | align="center" bgcolor="#e0e0e0" | N/A <sup>(2)</sup> | align="center" | 1 tile <sup>(4)</sup> | align="center" bgcolor="#e0e0e0" | 1 tile → 1 or 2 occupied spaces <sup>(5)</sup> | align="center" | 1 tile part → 1 occupied space |} * '''Note:''' ** '''(1)''' There was no explicit mention in rules. It was assumed that triangular tiles on the same space were considered counted as 1 tile as an adaptation of the scoring rules for monasteries. This may be the result of a misinterpretation. ** '''(2)''' Double-sized tiles were released a year later so no provision for double-sized tiles is made in the rules from 2014. ** '''(3)''' Not covered in the rules, but aligned with the interpretation of the rules from 2020 and the clarifications from 10/2015. ** '''(4)''' Triangular tiles and double-sized tiles were counted as individual tiles for monasteries. ** '''(5)''' Not covered in the rules, but change consistent with monastery scoring by occupied space from 2020. It would override the clarifications provided in 10/2015. ** '''(6)''' Exception for C2 only: Roads in Leipzig tiles are counted as 1 tile even is spread across two spaces. === Other expansions === This section contains additional information about the interactions with other Carcassonne expansions. {{OtherExpansionRule|expansionlink={{BaseGameLink|text=''}}General considerations:|rules= {{IconWorld}} When a Halfling tile is beside a triangular gap, the Halfling tile counts as a '''single''' tile (one occupied space). When 2 Halfling tiles are side-by-side to create one square, '''together''' they count only as a '''single''' tile (one occupied apace). This is relevant when considering monastery scoring, city scoring, road scoring, [[The Princess and The Dragon|Dragon]] movement, the [[The Plague (1st edition)|Plague]] token placement, the [[The Flier|Flier]] movement, etc. (10/2014; updated 1/2021) <ref> {{IconArrow}} After several changes, the original clarification from 10/2014 is valid again. The clarifications from 10/2015 are now outdated as indicated in 1/2021. * The clarifications from 10/2015 are available on the '''[[Halflings_(1st_edition)#Other_expansions|Halflings page for the first edition]]'''. * The clarifications from 1/2021 are available here on Carcassonne Central: <br /><span class="wica-overflow"> : [http://www.carcassonnecentral.com/community/index.php?topic=5021.0 http://www.carcassonnecentral.com/community/index.php?topic=5021.0] </span><br /> </ref> {{IconWorld}} As a general rule, it was confirmed that all mechanics have to be implemented considering square spaces (areas) conforming a grid, so scorings, ranges and trajectories consider those spaces. As a result: * Tiles are placed individually according to the usual rules (any effects triggered by the tile when drawn or placed will follow the usual rules). * Figures and tokens are placed on tiles according to the usual rules. * The grid of square spaces will be used as a reference framework for determining adjacency, feature/bonus/figure scoring, figure/token movements, action ranges, and trajectories. The rules considering regular square tiles will have to be interpreted as affecting any tiles overlapping a particular square space: ** This represents a one-to-one equivalence with square tiles. ** This affects one or two triangular tiles in a square space that will be considered as one occupied space. The triangular tile(s) occupying the space will be considered as one tile for practical purposes. ** This also affects a full double-sized tile if any of its two halves occupies a given square space. * Figures/tokens are placed with tile resolution but any movement follows the grid of squares (dragon, flea tokens) * Figures/tokens/symbols affecting a (square) tile will affect any tiles sharing/overlapping the same square space (dragon, fairy, flea tokens, little buildings, hills...) {{IconWorld}} Monastery completeness and scoring takes into consideration the adjacent spaces: all adjacent of them have to be occupied no matter if by a square tile, or by one or two Halfling tiles. So there may not be a unoccupied adjacent square space. This approach will be considered for features similar to monasteries by extension: all monastic buildings (abbeys, shrines, Japanese buildings, German monasteries, Dutch & Belgian monasteries, Darmstadt churches), gardens and German castles. {{IconWorld}} This geometry change in tiles implies a shift and whenever we consider adjacent tiles around a feature, we should consider all the tiles crammed into the adjacent spaces around that feature. This would include, for example, big top scoring, acrobat placement, watchtower scoring, bathhouse completion, the meeple trapping by the Vodyanoy tile, the Baga Yaga's Hut scoring (although it already considered empty spaces), the Darmstadt church bonus, in addition to castle fiefs. {{IconWorld}} At present [[Hans_im_Glück|'''HiG''']] will not provide detailed clarifications about the interactions with Halflings. Combining '''Halflings''' with other expansions will then happen "at the players' own risk." In such cases, house rules will have to be agreed and applied. However the latest clarifications have provided a foundation to consistently solve the issues existing in the past for both triangular and double-sized tiles. }} <div style="margin-top: 0px; margin-bottom: 20px;"> {{GreyStrip|title=Let's see some interactions when applying the principles explained above: }} </div><!--* Exp. 3 - Dragon/Fairy << * Exp. 4 - Tower range << * Exp. 5 - Abbey/Barn << * Exp. 6 - Shrines << * Exp. 8 - Bridges << * Exp. 9 - Hills/Vineyards? * Exp. 10 - Big Top/Acrobats/Ringmaster * Mini #1 - Flier << * Mini #4 - Gold ingots * The Abbot - Scoring * The Watchtowers - Scoring * Monasteries in Germany / Japanese Buildings /... - Scoring << * Castles in Germany - Scoring << * The Barber-Surgeons - Completion * Fruit-Bearing trees - Adjacency * Fortune Teller - Scoring * Besiegers - Cathars - Siege - Escaping * Darmstadt Promo - Darmstadt Church bonus * Little Buildings << * Phantom - * The Plague - Flea tokens << * Russian Promos - Baba Yaga / Solovei Razboynik / Vodyanoy <<? * Easter in Carcassonne - Bunny movement / Easter Nest completion--> {{OtherExpansionRule|expansionlink={{PrincessDragonLink|variant=long}}|titleafter=Dragon movement <ref name="dis"> {{IconWorld}} The clarifications from 1/2021 covered this interaction and the discrepancy with the clarifications from 10/2015. </ref>|rules= {{IconWorld}} The dragon moves following the grid of square spaces by affecting all the tiles overlapping the space it occupies. {{IconWorld}} The dragon may eat all the affected figures in one square tile, one or two triangular tiles in one square space or a full double-sized tile. :[[File:Halflings_C2_Clarification_Dragon_Example_01_2021.jpg|frame|none|'''Example:''' The dragon moves counting square spaces. It lands on particular tiles but it affects all the tiles overlapping the space it occupies (as in step 2). It also skips any triangular gap in its way (as in step 4).]] }} {{OtherExpansionRule|expansionlink={{PrincessDragonLink|variant=long}}|titleafter=Fairy protection <ref> {{IconWorld}} The clarifications from 1/2021 did not covered this interaction explicitly, so the general principles provided are used in this case to be consistent with the effect of the dragon. </ref>|rules= {{IconWorld}} The fairy protects the tiles overlapping the space it occupies, matching the action range for the dragon. So the fairy may protect one square tile, one or two triangular tiles in one square space or a full double-sized tile. }} {{OtherExpansionRule|expansionlink={{TowerLink|variant=long}}|titleafter=Tower range <ref name="dis"/>|rules= {{IconWorld}} If a square space is in range, the tower will be able to capture one meeple on the tiles overlapping that space. So the tower may capture one meeple located in one square tile, one or two triangular tiles in one square space or a full double-sized tile. :[[File:Halflings_C2_Clarification_Tower_Example_01_2021.jpg|frame|none|'''Example:''' The picture shows the tiles affected by the tower using different shades of green to identify tiles within range 1 and range 2. The range stretch takes into account square spaces. The tower may capture meeples in any of the tiles overlapping the square spaces in range, no matter if the space is occupied by a square tile or 1 or two triangular tiles, like in this case.]] }} {{OtherExpansionRule|expansionlink={{AbbeyMayorLink|variant=long}}|titleafter=Part 1: Abbey placement and scoring <ref> {{IconWorld}} This is an adaptation of the scoring rules for monasteries and the clarifications provided for the placement of abbeys with adjacent triangular tiles. </ref>|rules= {{IconWorld}} An abbey '''can''' be placed if a Halfling tile is on one of the edges, even if there is a Halfling gap on one of the edges. See the clarification images below. (3/2015) {{BeginTileList|nesting=1|width=950px}} {{Block| [[File:Halflings_C2_Clarification_Example_01.jpg|frame|none|'''Example 1:''' The abbey can be placed here, neighboring a side of the halfling]] }} {{Block| [[File:Halflings_C2_Clarification_Example_02.jpg|frame|none|'''Example 2:''' The abbey can also be placed here, even if it is neighboring the gap left by the halfling]] }} {{Block| [[File:Halflings_C2_Clarification_Example_03.jpg|frame|none|'''Note on Example 2:''' the abbey placement is allowed as the halfling occupies the "place" of a normal landscape tile and the existing gap, marked as a striped area, is not taken into account]] }} {{EndTileList}} {{IconWorld}} Abbeys should follow the official rules defined for scoring monasteries. }} {{OtherExpansionRule|expansionlink={{AbbeyMayorLink|variant=long}}|titleafter=Part 2: Barn placement <ref name="dis"/>|rules= {{IconWorld}} A barn can be placed at an intersection of four square spaces completely occupied by field corners. There may be no gaps in any of the four corners. (1/2021) : [[File:Halflings_C2_Clarification_Barn_Example_01_2021.jpg|frame|none|'''Examples with square and triangular tiles:''' <ul> <li>'''A:''' The barn can be placed in this case</li> <li>'''B:''' The barn cannot be placed in these cases</li> </ul>]] {{IconWorld}} The corners may be occupied by square tiles, one or two triangular tiles or double-sized tiles. * See the following examples involving Halfling tiles and double-size tiles (see [[Castles in Germany|Castles in Germany]] and [[The Markets of Leipzig|The Markets of Leipzig]].) (4/2016; updated 1/2021) {{BeginTileList|nesting=1|width=950px}} {{Block| [[File:Halflings_C2_Clarification_Barn_Example_02_2021.jpg|frame|none|'''Examples with triangle and double-sized (its long side) tiles:''' <ul> <li>'''A:''' The barn can be placed in these cases</li> <li>'''B:''' The barn cannot be placed in these cases</li> </ul>]] }} {{Block| [[File:Halflings_C2_Clarification_Barn_Example_03_2021.jpg|frame|none|'''Examples with triangle and double-sized (its short side) tiles:''' <ul> <li>'''A:''' The barn can be placed in these cases</li> <li>'''B:''' The barn cannot be placed in these cases</li> </ul>]] }} {{EndTileList}} * '''Note:''' The clarifications about triangular and double-sized tiles from 1/2021 override, in certain cases, the original four-tile intersection requirement for the placement of the barn defined originally for square tiles. In the end, no matter the tile geometries, a barn can only be placed at an intersection completely occupied by tiles, the same as if it there where four regular square tiles. }} {{OtherExpansionRule|expansionlink={{AbbeyMayorLink|variant=long}}|titleafter=Part 3: Barn scoring <ref> {{IconWorld}} This is a consequence of the placement of the barn ass indicated in the clarifications from 1/2021. The clarifications from 10/2015 allowed triangular gaps at an intersection with a barn. This created some issues with field continuity, that have been removed with the latest clarifications. </ref>|rules= {{IconWorld}} A barn can only be placed at intersection with no (triangular or square) gaps, so the barn is placed in one field and it is scored as usual. }} {{OtherExpansionRule|expansionlink={{CountKingRobberLink|variant=long}}|titleafter=Shrine scoring <ref> {{IconWorld}} This is an adaptation of the scoring rules for monasteries. </ref>|rules= {{IconWorld}} Shrines should follow the official rules defined for scoring monasteries for the sake of consistency. }} {{OtherExpansionRule|expansionlink={{BridgesCastlesBazaarsLink|variant=long}}|titleafter=Bridge placement <ref> {{IconWorld}} This is an adaptation of the general principles provided. There is no explicit clarification for this interaction. </ref>|rules= {{IconWorld}} A bridge can be placed on a tile if it stands on field segments. This could be translated to a space occupied by two triangular tiles (but not by only one triangular tile). The bridge would count as one road segment. }} {{OtherExpansionRule|expansionlink={{FlyingMachinesLink|variant=long}}|titleafter=Flier distance and placement <ref name="dis"/>|rules= {{IconWorld}} The flier moves following the grid of square spaces to calculate its trajectory and distance. Once the target space is determined, the flier may occupy any incomplete feature on the any of the tiles overlapping the give space. So the flier may pick a feature on one square tile, one or two triangular tiles in one square space or a full double-sized tile. {{BeginTileList|nesting=1|width=600px}} {{Block| [[File:Halflings_C2_Flier_Straight_Example_01.jpg|frame|none|'''Example 1:''' This image shows how square tiles and holes are considered when calculating the flier distance for a horizontal trajectory. This example follows the official rules.]] }} {{Block| [[File:Halflings_C2_Flier_Straight_Example_02_2021.jpg|frame|none|'''Example 2:''' This image shows how the flier can land on any square or triangular tile occupying a given space when following an horizontal trajectory.]] }} {{Block| [[File:Halflings_C2_Flier_Diagonal_Example_01_2021.jpg|frame|none|'''Example 3:''' This image shows how the flier can land on any square or triangular tile occupying a given space for a given distance when following an diagonal trajectory.]] }} {{Block| [[File:Halflings_C2_Flier_Diagonal_Example_02.jpg|frame|none|'''Example 4:''' This image shows how the flier can land on any square or triangular tile occupying a given space for a given distance when following an diagonal trajectory.]] }} {{Block| [[File:Halflings_C2_Flier_Diagonal_Example_03.jpg|frame|none|'''Example 5:''' This image shows how the flier can land on any square or triangular tile occupying a given space for a given distance when following an diagonal trajectory.]] }} {{EndTileList}} }} {{OtherExpansionRule|expansionlink={{MonasteriesGermanyLink|variant=long}} / {{DutchMonasteriesLink|edition=C1|variant=long}} / {{JapaneseBuildingsLink|edition=C2|variant=long}}|titleafter=Abbot scoring|rules= {{IconWorld}} Special monasteries would consider occupied square spaces for their scoring no matter the tiles occupying them. <ref> {{IconBook}} A triangle tile takes the place of a regular landscape tile. Thus, a single triangle hole (half-tile hole) in the map '''does not''' stop the row or column for scoring for German and Dutch/Belgian Monasteries. Only a hole of a complete regular landscape tile interrupts the row or column. (3/2015)<br /> {{IconWorld}} This clarifications would also apply to Japanese Buildings. </ref> : [[File:Halflings_C2_Clarification_Monasteries_Example_01_2021.jpg |frame|none|'''Example:''' {{ColorRed|RED}} will get 1 + 2 + 2 + 2 + 1 = 8 points from scoring his/her abbot: <ul> <li>1 point from the monastery tile</li> <li>2 points from the vertical column above the monastery tile (1 point for each occupied space)</li> <li>2 points from the vertical column below the monastery tile (1 point for each occupied space, one of them by a triangular tile)</li> <li>2 points from the horizontal row to the left of the monastery tile (1 point for each occupied space, one of them by two triangular tiles)</li> <li>1 point from the horizontal row to the right of the monastery tile (1 point for the space occupied by a single triangular tile)</li> </ul> ]] }} {{OtherExpansionRule|expansionlink={{CastlesGermanyLink|variant=long}}|titleafter=Completion of German castles <ref> {{IconWorld}} There are no explicit clarifications about scoring German castles. This is an adaptation of the scoring taking into consideation the scoring for monasteries. </ref>|rules= {{IconWorld}} A German castle is worth 2 points for the German Castle tile plus 1 point per surrounding occupied space (no matter if by square or triangular tiles). The scoring takes into consideration occupied spaces. : [[File:Halflings_C2_Clarification_German_Castles_Example_01.jpg|frame|none|'''Example:''' This German castle will get 12 points: <ul> <li>2 point from the German castle tile</li> <li>1 points from each occupied adjacent space</li> </ul> ]] }} {{OtherExpansionRule|expansionlink={{LittleBuildingsLink|variant=long}}|titleafter=Area affected by Little Building <ref> {{IconWorld}} There is no official clarification regarding how Little Buildings interact with '''Halflings''' beyond the general considerations provided. </ref>|rules= {{IconWorld}} A little building affects the all the tiles overlapping the space it is placed on. This consideration comes from the fact that two triangular tiles count as a single tile when scoring. }} {{OtherExpansionRule|expansionlink={{PlagueLink|variant=long}}|titleafter=Plague spreading <ref> {{IconWorld}} There are no explicit clarifications about spreading the plague after the clarifications from 10/2015. The approach applied combines those for the dragon and German monasteries. </ref>|rules= {{IconWorld|text=The flea tokens placed on a tile affect the full square space it occupies. }} {{IconWorld|text=Flea tokens move according to the square grid, independently of the tiles occupying each square space. <ref> {{IconWorld}} Given the clarification provided for German monasteries, it seems apparent that a single triangle hole would not prevent spread of the Plague in that direction, as the presence of a Halfling still counts as a full tile with no official gap. (3/2015) </ref>}} : [[File:Halflings_C2_Clarification_Plague_Example_01_2021.jpg|frame|none|'''Example:''' This picture shows in green a contiguous outbreak area. Triangular gaps do not break its continuity and both triangular tiles in a square are affected by a flea token placed on one of them (the flea token affects the whole square space).]] }} == Tile distribution == '''Total Tiles: 24 halves''' === Halflings I === {{BeginTileList|width=600px|tiles=12 halves}} {{Tile|image=Halfling_1_C2_Tile_01.png|count=1}} {{Tile|image=Halfling_1_C2_Tile_02.png|count=1}} {{Tile|image=Halfling_1_C2_Tile_03.png|count=1}} {{Tile|image=Halfling_1_C2_Tile_04.png|count=1|config={{Feature|edition=C2|name=Monastery}}}} {{Tile|image=Halfling_1_C2_Tile_05.png|count=1}} {{Tile|image=Halfling_1_C2_Tile_06.png|count=1}} {{Tile|image=Halfling_1_C2_Tile_07.png|count=1|config=({{Feature|name=WaterTower|edition=C2|variant=abbr}})}} {{Tile|image=Halfling_1_C2_Tile_08.png|count=1}} {{Tile|image=Halfling_1_C2_Tile_09.png|count=1}} {{Tile|image=Halfling_1_C2_Tile_10.png|count=1}} {{Tile|image=Halfling_1_C2_Tile_11.png|count=1}} {{Tile|image=Halfling_1_C2_Tile_12.png|count=1}} {{EndTileList}} {{TileIllustrations|edition=C2|W=1}} === Halflings II === {{BeginTileList|width=600px|tiles=12 halves}} {{Tile|image=Halfling_2_C2_Tile_01.png|count=1|config={{Feature|edition=C2|name=Vineyard}}}} {{Tile|image=Halfling_2_C2_Tile_02.png|count=1|config={{Feature|edition=C2|name=Sheep}}}} {{Tile|image=Halfling_2_C2_Tile_03.png|count=1|config={{Feature|edition=C2|name=Hill}}}} {{Tile|image=Halfling_2_C2_Tile_04.png|count=1|config={{Feature|edition=C2|name=CropCircleUniversal}}}} {{Tile|image=Halfling_2_C2_Tile_05.png|count=1}} {{Tile|image=Halfling_2_C2_Tile_06.png|count=1}} {{Tile|image=Halfling_2_C2_Tile_07.png|count=1}} {{Tile|image=Halfling_2_C2_Tile_08.png|count=1}} {{Tile|image=Halfling_2_C2_Tile_09.png|count=1}} {{Tile|image=Halfling_2_C2_Tile_10.png|count=1}} {{Tile|image=Halfling_2_C2_Tile_11.png|count=1|config=({{Feature|name=WaterTower|edition=C2|variant=abbr}})}} {{Tile|image=Halfling_2_C2_Tile_12.png|count=1}} {{EndTileList}} {{TileIllustrations|edition=C2|W=1}} {{FootnoteIconPara}} [[Category:Completed]] [[Category:Second Edition]] [[Category:Second Edition Minor Expansion]]
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