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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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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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{{DISPLAYTITLE:Jeu de base (première édition)}}<!--include here possible redirection -->{{UX |seotitle={{TextCarcassonne}} - {{TranslatedPageName}} |sortingtitle=Base game (1st edition) |image={{filepath:File:Box_BaseGame_C1_FR.png|nowiki}} |description={{#lst:{{FULLPAGENAME}}|description}} }}<languages />{{ChooseDesign|image=Base_Game_C1_Tile_10.jpg|otherimage=Base_Game_C3_Tile_O.png|otherimage2=Base_Game_C2_Tile_O.jpg|otherlink={{BaseGameLink|edition=C3|logo=noborder}}}} {{Breadcrumbs |link1={{CarcassonneLink}} }} <div class="mw-translate-fuzzy"> [[File:Box_BaseGame_C1_FR.png|frameless|right|200px]] </div> == Informations générales et commentaires == <div class="mw-translate-fuzzy"> [[File:Symbol_CarcassonneC.png|frame|right|Logo C du jeu]] Commercialisé à l'origine par '''[[Hans im Glück/fr|Hans im Glück]]''' en {{Year|2000}} </div> Originally released by '''[[{{Path|Hans im Glück}}|Hans im Glück]]''' in {{Year|2000}} Un jeu de tuiles astucieux pour 2 à 5 joueurs âgés de 8 ans et plus par Klaus-Jürgen Wrede <section begin="description"/> La ville de Carcassonne, dans le sud de la France, est célèbre pour ses fortifications romaines et médiévales uniques. Les joueurs tentent leur chance avec leurs partisans dans les villes, les abbayes, les prés et sur les routes avoisinant Carcassonne. Le développement de la terre est entre leurs mains, et le déploiement habile des partisans en tant que voleurs, chevaliers, moines et paysans est le chemin vers la réussite. <section end="description" /> == Matériel == * '''72 tuiles Terrain''' (incluant une tuile de départ avec un dos foncé) présentant des sections de villes, de routes, de prés, ainsi que des abbayes et des intersections. :[[File:Base_Game_C1_Tile_Types.png|368px|frame|none|<table> <tr> <td colspan="2" style="width:368px;">Description des tuiles et des constructions :</td> </tr> <tr> <td> '''A.''' Dos de la tuile de départ<br /> '''B.''' Une abbaye<br /> '''C.''' Sections de ville </td> <td> '''D.''' Sections de pré<br /> '''E.''' Sections de route<br /> '''F.''' Intersections</td> </tr> </table>]] <div class="mw-translate-fuzzy"> * '''40 partisans''' de 5 couleurs <ref>{{IconWorld}} Ceci n’est pas mentionné dans les règles de la {{VariantsLink|logo=noborder|version=BigBox1}}, la {{VariantsLink|logo=noborder|version=BigBox2}}, la {{VariantsLink|logo=noborder|version=BigBox3}} et la {{VariantsLink|logo=noborder|version=BigBox4}}. le sixième joueur (gris) est intégré directement dans le jeu de base et non pas dans {{InnsCathedralsLink|edition=C1|logo=noborder}}. Cela rend les règles plus claires. En outre, la {{VariantsLink|logo=noborder|version=BigBox5}} ajoute des partisans violets et roses pour un maximum de 8 joueurs. Des meeples de couleurs supplémentaires peuvent être acquis en ligne.</ref> : </div> :{| class="wikitable" |- style="height:5px;" | style="width:5px; border-right:0px; border-bottom:0px; padding:0;"| | style="border-right:0px; border-left:0px; padding:0;"| | style="width:5px; border-left:0px; border-bottom:0px; padding:0;"| |- style="background-color:#ffffff; style="vertical-align:bottom;" | style="width:1px; border-bottom:0px; border-top:0px; padding:0;"| | style=" padding:0;"|[[File:Figure_Meeples_Base.png|x50px|center]] | style="width:1px; border-bottom:0px; border-top:0px; padding:0;"| |- style="vertical-align:top; text-align:center; font-size: 80%;" | style="width:1px; border-right:0px; border-top:0px; padding:0;"| | style="border-right:0px; border-left:0px; padding:0;"|Partisans en cinq couleurs | style="width:1px; border-left:0px; border-top:0px; padding:0;"| |} {{FAQ|title=Trop peu de partisans — est-ce qu’on joue mal ou est-ce qu’il y en a vraiment trop peu ?|text=[[File:Base_Game_C1_Meeples_Footer_Note_2.png|frame|right|]]C’est le nombre prévu par les concepteurs. Une certaine pénurie de partisans est tout à fait intentionnelle. Un élément important du jeu est précisément d’apprendre à économiser ses partisans. }} Chaque partisan peut devenir chevalier, moine, voleur ou paysan. Un partisan de chaque couleur est utilisé pour marquer ses points. * Un '''plateau de pointage''', utilisé pour noter les points des joueurs. * Un '''livret de règles''' et un '''supplément'''. == Règles == === Aperçu du jeu === Les joueurs placent des tuiles tour après tour. C’est ainsi que les routes, les villes, les abbayes et les prés sont créés et développés. Les joueurs peuvent poser des partisans sur ces tuiles afin de marquer des points. Les points sont notés pendant et à la fin de la partie. Le joueur qui a le plus de points après le décompte final est déclaré vainqueur. === Mise en place === La tuile de départ est placée au centre de la table. Les autres tuiles sont mélangées, face cachée, et disposées en différentes piles de façon à ce que les joueurs y aient facilement accès. Les tuiles peuvent également être placées dans un sac ou une boîte de jeu et piochées au hasard. Le plateau de pointage doit être placé au bord de la table si possible. [[File:Base_Game_C1_Scoreboard.png|frame|none|Plateau de pointage]] Chaque joueur choisit une couleur, reçoit ses huit partisans et pose l’un d’eux sur la case « 0 » du plateau de pointage comme marqueur de score. Les sept partisans restant sont placés devant le joueur en guise de réserve personnelle. Le plus jeune joueur décide qui commence le jeu <ref>{{IconArrow}} Ce paragraphe représente les règles actuelles de [[Hans im Glück/fr|'''Hans im Glück''']]. Les règles de [[Rio Grande Games/fr|'''Rio Grande Games''']] stipulent que les joueurs décident entre eux qui sera le joueur titulaire, et les règles de [[Z-Man Games/fr|'''Z-Man Games''']] mentionnent les deux options.</ref>. === Déroulement d’une partie === Les joueurs jouent chacun leur tour, en sens horaire. À son tour, un joueur doit effectuer les actions ci-dessous '''en respectant l’ordre suivant''' : # Le joueur '''doit''' piocher et placer une nouvelle '''tuile Terrain'''. # Le joueur '''peut''' prendre '''un partisan''' de sa réserve et le poser sur la tuile juste placée. # Si, en plaçant la tuile Terrain, des abbayes, routes et/ou villes sont '''complétées''', la ou les constructions complétées '''doivent''' être '''évaluées immédiatement'''. Le tour du joueur est terminé et le joueur suivant effectue son tour de la même façon. ==== 1. Placement d’une tuile Terrain ==== Pour débuter, un joueur '''doit''' piocher une tuile Terrain d’une des piles faces cachées. Il la regarde, la montre aux autres joueurs (afin qu’ils puissent lui donner des «conseils») et la place sur la table en observant les règles suivantes : * La nouvelle tuile (avec un contour {{ColorRed|rouge}} dans les exemples suivants) doit être placée de façon à ce qu’elle touche au moins un côté adjacent d’une tuile placée précédemment. Le placement de coin à coin n’est pas autorisé. * Les sections de prés, de villes et de routes doivent être placées de façon à continuer ou compléter les sections déjà en jeu. Une tuile Terrain nouvellement posée doit s’adapter au terrain adjacent sur tous ses côtés. Lors de la pose, cela ne suffit pas d’avoir un seul côté qui convienne.[[File:Base_Game_C1_Example_Note_9.jpg|frame|none|Ce placement n’est pas permis]] Dans les rares cas où une tuile piochée ne peut être placée, et que tous les joueurs sont d’accord, elle est retirée du jeu, et le joueur en pioche une autre. ==== 2. Pose d’un partisan ==== Une fois que le joueur a placé sa tuile, il '''peut''' poser un de ses partisans en prenant soin d’observer les règles suivantes : * Un seul partisan peut être posé par tour. * Le partisan doit venir de la réserve du joueur. * Le partisan peut seulement être posé sur la tuile juste placée. * Le joueur doit choisir où il pose le partisan sur la tuile. Le partisan peut ainsi devenir : <div class="mw-translate-fuzzy"> <table> <tr> <td valign="top">[[File:Base_Game_C1_Deploy_Thief.png|frame|none|un '''voleur''' sur une section de route]]</td> <td valign="top">[[File:Base_Game_C1_Deploy_Knight.png|frame|none|un '''chevalier''' dans une section de ville]]</td> <td valign="top">[[File:Base_Game_C1_Deploy_Monk.png|frame|none|un '''moine''' sur une abbaye]]</td> <td valign="top">[[File:Base_Game_C1_Deploy_Farmer.png|frame|none|un '''paysan''' sur une de ces deux sections de pré. Posez le paysan «couché»!]]</td> </tr> </table> </div> * Il ne doit y avoir aucun autre partisan (pas même un appartenant au même joueur) sur les sections de route, de ville ou de pré reliées à la tuile qui vient d’être placée. La distance à laquelle se trouve le partisan n’a pas d’importance. Les deux exemples suivants pourront vous aider à comprendre : <div class="mw-translate-fuzzy"> [[File:Base_Game_C1_Example_Placing_Meeple_1.png|frame|none|{{ColorBlue|Bleu}} peut uniquement poser un paysan dans le pré, car il y a déjà un chevalier dans la ville continuée.]] </div> <div class="mw-translate-fuzzy"> [[File:Base_Game_C1_Example_Placing_Meeple_2.png|frame|none|{{ColorBlue|Bleu}} peut déployer un partisan comme chevalier, voleur ou comme paysan sur la petite section de pré : la grande section de pré est déjà occupée.]] </div> Si au cours de la partie un joueur n’a plus de partisans, il ne peut que placer des tuiles. Mais soyez sans crainte : il est possible de récupérer des partisans. {{DottedFrameMessage|align=left|text= If you complete a previously unoccupied feature when placing a tile, you do not have to occupy it and earn the points. <ref> {{IconWorld}} If you complete an unoccupied feature, it is not mandatory for you to place a follower on it. If you place a follower and occupy the just completed feature, you will score points for it (and remove your follower right away). Otherwise, you will not receive points for the feature. </ref> You can close the city or road without it being occupied and (for example) deploy a farmer as long as the farm is unoccupied. The city does not necessarily require a knight to look after it. [[File:Base_Game_C1_Example_Note_12.jpg|frame|none|Earning points from a closed city]] }} If any feature was completed through the placement of the tile, it must now be scored. If not, the player’s turn is over, and it is the turn of the next player on the left. {{FAQ|title=We have difficulty deciding when a placed tile represents a new city or belongs to one already being built. |text=[[File:Base_Game_C1_Example_Note_7.jpg|frame|right|]] 'Corner to corner' is not a connection. Segments can only be connected on the edges. In the example shown there are two cities at the moment. <br clear="all" /> }} {{FAQ|title=On cloister tiles, are we allowed to deploy a follower on the surrounding field segment? |text=[[File:Base_Game_C1_Example_Note_13.jpg|frame|right|]] Yes! The same rules are valid for a field surrounding a cloister as for any other field. You can also deploy a farmer next to a cloister. In this case the cloister remains unoccupied for the rest of the game.[unless the cloister is occupied via a magic portal, or from a follower in Carcassonne—ed.] <br clear="all" /> }} ==== 3. Évaluation des routes, villes et abbayes ==== ===== Une route complétée ===== A road is completed when the road segments on both sides end in a crossing, <ref> {{IconBook}} In the game there are crossings and junctions. But since all crossings have the same effect—namely, to bring a road to an end—it was decided to sacrifice the distinction between crossings and junctions (or T-crossings, or T-roads...?) in order to not unnecessarily complicate matters. [[File:Base_Game_C1_Example_Note_15.jpg|frame|none|Crossings and junctions]] </ref> a city segment, or a cloister, or when the road forms a closed circle. There is no limit to the number of road segments which can lie between these endings. A player who has a thief on this completed road scores as many points as the road is long, decided by counting the number of tiles. {{BeginTileList|width=700px}} {{StartBlock|width=205px}} [[File:Base_Game_C1_Example_Closed_Road_1.png|frame|none|{{ColorRed|RED}} scores 4 points]] {{EndBlock}} {{StartBlock|width=205px}} [[File:Base_Game_C1_Example_Closed_Road_2.png|frame|none|{{ColorRed|RED}} scores 3 points]] {{EndBlock}} {{EndTileList}} Whenever points are scored, they are immediately recorded on the scoreboard (more on this in the section about the scoreboard). {{FAQ|title=Can a road end in nothing? |text=[[File:Base_Game_C1_Example_Note_16.jpg|frame|right|]] No, like all the usual land tiles, a road segment must continue to another road segment on all edges.<br clear="all" /> }} {{FAQ|title=How are the road segments between T-junctions scored? Are the horizontal segments (on top of the T) also ends, or do these count as straight roads that have to be completed elsewhere? |text=[[File:Base_Game_C1_Example_Note_17.jpg|frame|right|]] Every crossing (or junction) ends a road, irrespective of which direction they reach the junction from. The thieves cannot enter the small villages on the junctions either. In the example shown, every thief is on its own road.<br clear="all" /> }} ===== Une ville complétée ===== A city is completed when its segments are fully encompassed by a city wall and there are no gaps within the city.<ref>{{IconArrow}} The [[{{Path|Rio_Grande_Games}}|'''RGG''']] edition states rather confusingly that “a city is complete when the city is completely surrounded by a city wall and there are no gaps in the wall.” Obviously, a city cannot be completely surrounded by a wall, and the wall have gaps at the same time. It is the city itself which cannot have gaps, as the [[{{Path|Hans_im_Glück}}|'''HiG''']] rules make clear.</ref> There is no limit to how many segments a city may contain. A player who has a knight in a completed city scores 2 points for every city segment. <ref>{{IconArrow}} Note that the so-called ‘small city’ rule is no longer used in any edition. This rule stated that a city of two segments—the smallest possible completed city— scored only 2 points, or 1 point per tile. Pennants in a small city also scored only 1 point each. However, small cities are now scored in the same way as every other city: that is, 2 points for every city segment, and 2 points per pennant.</ref> Every pennant (banner / shield symbol) scores an extra 2 points. Note that a pennant only affects the city segment it is in, not the whole tile (if there is more than one segment on a single tile). {{BeginTileList|width=700px}} {{StartBlock|width=107px}} [[File:Base_Game_C1_Example_Closed_City_1.png|frame|{{ColorRed|RED}} scores 8 points (three city segments and one pennant)]] {{EndBlock}} {{StartBlock|width=258px}} [[File:Base_Game_C1_Example_Closed_City_2.png|frame|{{ColorRed|RED}} scores 8 points (four city segments, no pennants)<br /><br />When both city segments on a tile are in a single city (marked with A), they only count as one segment.]] {{EndBlock}} {{EndTileList}} What happens if there are several followers on a completed road or in a completed city? Through the wily placement of land tiles it is quite possible for several thieves to be on a road, or for several knights to occupy a city. The points are then scored by the player with the most thieves or knights. In the case of a draw, all players involved score the full number of points. [[File:Base_Game_C1_Example_Closed_City_3.png|frame|none|The new tile joins the previously unconnected city segments, forming a single completed city. <br /><br />{{ColorBlue|BLUE}} and {{ColorRed|RED}} both score the full 10 points, as they both have one knight in the city—a draw!]] ===== Une abbaye complétée ===== A cloister is completed when it is surrounded by eight land tiles. The player who has a monk in the cloister immediately scores '''9 points—1 point for every land tile'''. [[File:Base_Game_C1_Example_Closed_Cloister_1.png|frame|none|{{ColorRed|RED}} scores 9 points]] ===== Returning followers to their owners ===== After a road, city, or cloister has been completed and scored – '''and only then''' – any thieves, knights, or monks involved are returned to their owner. '''From the next turn onwards''', the player can then use them again in whatever role he or she chooses. <br /> <hr /> It is possible to deploy a follower, score immediately, and have the follower returned, all in the same turn. In this case, you must use the following order: <ref> {{IconBook}} Note in the box that features are considered to be complete as soon as the tile is placed, although follower placement and scoring only occur afterwards. This is important when playing with '''{{FlyingMachinesLink|edition=C1|variant=long|logo=noborder}}'''. </ref> # Complete a road, city or cloister with the new tile. # Deploy a thief, knight or monk. # Score the completed road, city or cloister. # Return the thief, knight or monk to your supply. {{BeginTileList|nesting=1|width=800px}} {{StartBlock|width=253px}} [[File:Base_Game_C1_Example_Closed_Feature_1.png|frame|none|{{ColorRed|RED}} scores 4 points]] {{EndBlock}} {{StartBlock|width=375px}} [[File:Base_Game_C1_Example_Closed_Feature_2.png|frame|none|{{ColorRed|RED}} scores 3 points]] {{EndBlock}} {{EndTileList}} <hr /> <br /> {{FAQ|title=If a player draws a tile with two city segments and completes a small city, earning 4 points, can he or she then deploy a follower to a new city segment in the same turn? |text=[[File:Base_Game_C1_Example_Note_14.jpg|frame|right|]] A player may only deploy one follower per turn, and that follower may be deployed only once, and it must be before any scoring. If the player already occupies the small, now-completed city, he or she may deploy a second follower to the other city segment immediately after placing the tile. The small city will then be scored and the follower involved returned to the player. If the player does not yet occupy this city, he or she can decide which of the two city segments to deploy a follower to. If the follower is deployed to the small city, it will be returned immediately and the player will earn four points, but the follower cannot be redeployed. }} ===== Prés ===== Several connected field segments form a farm. Farms and field segments are not scored during the game. They serve only as places to deploy farmers; the owner of the farm only scores points at the end of the game. As such, '''farmers remain on the farm for the duration of the game and are never returned to their owner!''' <ref> {{IconBook}} Okay, “never” is a long time. In reality, some special mechanics in some expansions ('''{{FestivalLink|edition=C1|logo=noborder}}''' tiles, '''{{PrincessDragonLink|edition=C1|logo=noborder}}''', etc.) do allow return of farmers to their owners. (12/2014) </ref> In order to make that clear, the farmers should be laid on their backs. Farms are separated from each other by roads, cities and the edge of the playing field – this is important during the final scoring. <ref> {{IconBook}} In determining farm size, farms can be limited by all kinds of barriers, for example, roads, cities, or rivers which cannot be circumvented, or the edge of the playing field. It can certainly happen that a farm covers almost the entire playing field, and there will likely be farms that remain open for the entire game. [[File:Base_Game_C1_Example_Note_23.jpg|frame|none|Farms limits]]</ref> <ref>{{IconBook}} River segments also separate farms. (08/2014) </ref> {{BeginTileList|width=850px}} {{StartBlock|width=402px}} [[File:Base_Game_C1_Example_Farm_1.png|frame|none|All three farmers are on their own farms. The road segment and the city separate thefarms from each other.]] {{EndBlock}} {{StartBlock|width=402px}} [[File:Base_Game_C1_Example_Farm_2.png|frame|none|After the placement of the new tile, the farms of the three farmers are joined to form one. <br /><br /> '''Be careful:''' The player who placed the new tile may not deploy a farmer, since the (now connected) farm is already occupied by farmers.]] {{EndBlock}} {{EndTileList}} ===== Le plateau de pointage ===== Any points scored should be recorded on the scoreboard immediately. The board is a track of fifty fields that can be lapped many times. When the field "'''0'''" is reached or passed the player takes a point tile (from '''{{InnsCathedralsLink|edition=C1|logo=noborder}}''') and places it in plain view of all other players, with the number "'''50'''" face up. In this way it is clear to all that the player has already scored 50 points or more <ref>{{IconWorld}} The graphic here suggests that it might also be a good idea to lie the follower being used as a scoring marker flat on the scoreboard as the "50" is passed.</ref> If the player reaches or passes the field "'''0'''" again, they should turn the point tile over so that the number "'''100'''" is face up. It is quite possible that the player might lap the circuit a third time: then he or she should take another point tile and display it next to the first, the "'''50'''" face up.<ref>{{IconArrow}} This is the first real difference to previously published editions, now having its own section and a description of point tiles, which were previously considered to be a part of the '''{{InnsCathedralsLink|edition=C1|logo=noborder}}'''.</ref> [[File:Base_Game_C1_Example_Scoreboard.png|frame|none|"50"/"100" tiles and a scoring marker after 50 points.]] {{DottedFrameMessage|align=left|text= '''Note:''' When two followers of one color are occupying a road, city, or farm, you DO NOT score double in these cases. The number of followers (or in '''{{InnsCathedralsLink|edition=C1|logo=noborder}}''' the size of the followers) has no effect on the points that a player earns from a road, city, cloister, or farm. Two knights do not double the points. The number of followers is only important in establishing who has the majority. [[File:Base_Game_C1_Example_Note_21.jpg|frame|none|Scoring when two followers are in the same city]] }} === Fin de partie === The game ends at the end of the turn in which the last land tile is placed.<ref>{{IconArrow}} Note that, according to the [[{{Path|Rio_Grande_Games}}|'''RGG''']] '''{{VariantsLink|version=BigBox3|logo=noborder}}''' rules, the last land tile placed could be an Abbey tile. According to these most recent rules, “If one or more players have not yet placed their Abbey tiles when the last landscape tile is drawn and placed, they may now do so, if possible, in clockwise order starting from the left of the person who placed the last tile. Then, the game ends.” This is a reversal of a previous FAQ, which used the statement, “The game is over when the last face-down land tile has been played.” This older statement was to specifically prevent players from placing any abbey tiles which they may still have in their hand after the last ‘normal’ land tile (from the stack, the bag, or the dispenser) had been played.</ref> Any roads, cities, and cloisters completed in this round are scored as usual. This is followed by the final scoring. ==== Évaluation finale ==== ==== Évaluation des routes, villes et abbayes incomplètes ==== The first things to be scored during the final scoring are the '''incomplete''' roads, cities and cloisters. For every incomplete road, city and cloister the owner scores '''1 point for every tile'''. '''Pennants also now score only 1 point'''. As soon as the feature in question has been scored, the followers involved are removed. [[File:Base_Game_C1_Example_Final_Scoring_1.jpg|frame|none| {{ColorRed|RED}} scores 3 points for the incomplete road. {{ColorYellow|YELLOW}} scores 5 points for the incomplete cloister. {{ColorBlue|BLUE}} scores 3 points for the incomplete city on the bottom right. {{ColorGreen|GREEN}} scores 8 points for the large incomplete city. {{ColorBlack|BLACK}} scores nothing, since {{ColorGreen|GREEN}} has more knights in the city.]] {{FAQ|title=Final scoring: segments of incomplete roads. 1 point per follower or 1 point per road segment? Cloister: 1 point for every neighboring tile (e.g. 5), or is an incomplete cloister worth only 1 point? |text=[[File:Base_Game_C1_Example_Note_29.jpg|frame|right|]]During the final scoring, roads earn exactly as much as during the game, that is, 1 point per tile that the road occupies. In the example shown, {{ColorBlue|BLUE}} earns four points at the end of the game. The only exception in the final scoring is a road with an inn from '''{{InnsCathedralsLink|edition=C1|logo=noborder}}''', which earns no points whatsoever at the end of the game. The cloister earns 1 point for the cloister itself and 1 point for every neighboring tile. When there are five tiles surrounding the cloister it earns 6 in total.}} ===== Évaluation des prés ===== Only the farmers and their farms are left, and these will be scored now. The owner of each farm should be established. If several players have farmers on a given farm, then the player with the most farmers is the owner. In the case of a draw, all the players with the most farmers are considered to be owners. The owner (or owners) of the farm score '''3 points for every completed city which borders the farm''', or lies within it. A bordering city is one that has a wall bordering the farm; a single point of contact at the corner of a tile is not sufficient. If a city borders more than one farm, the owner(s) of each farm score(s) 3 points for the city. <ref>{{IconArrow}} This describes what is known as the "third edition" method of scoring farms, the method currently accepted by all publishers. </ref> <ref> {{IconBook}} '''Question:''' What are the differences to the rules of the first edition, when Carcassonne won Game of the Year? '''Answer:''' The scoring of farms was not from the perspective of the farms themselves, as it is now, but rather from the perspective of the cities. For every city, you had to check how many farmers of each color were adjacent to it, irrespective of from which side. The player with the majority of adjacent farmers supplying a city would earn four points for it. Each city would as such only be scored once, and therefore earned more points. According to the old rules, {{ColorBlue|BLUE}} would be the only one to score points, since two of his or her farmers are supplying the cities, even though they are on different farms. {{ColorYellow|YELLOW}} has only one farmer adjacent to the city and goes home without anything. According to the new rules, both farmers earn points; and following the most recent rule changes, {{ColorBlue|BLUE}} even earns points twice. [[File:Base_Game_C1_Example_Note_33.jpg|frame|none|Scoring farms - differences between editions]] </ref> {{BeginTileList|width=800px}} {{StartBlock|width=342px}} [[File:Base_Game_C1_Example_Final_Scoring_2.jpg|frame|{{ColorBlue|BLUE}} scores 9 points.]] {{EndBlock}} {{StartBlock|width=351px}} [[File:Base_Game_C1_Example_Final_Scoring_3.jpg|frame|{{ColorBlue|BLUE}} scores 6 points. {{ColorRed|RED}} scores 3 points. The incomplete city generates no points.]] {{EndBlock}} {{EndTileList}} [[File:Tiles_are_placed.png]] The numbered boxes indicate the order in which the tiles were placed. {{BeginTileList|width=800px}} {{StartBlock|width=288px}} [[File:Base_Game_C1_Example_Final_Scoring_4.jpg|frame|Having the majority of farmers, {{ColorRed|RED}} owns the large farm, and scores 6 points: 3 each for the cities A and B. {{ColorBlue|BLUE}} owns the small farm, scoring 3 points for city A.]] {{EndBlock}} {{StartBlock|width=288px}} [[File:Base_Game_C1_Example_Final_Scoring_5.jpg|frame|On the large farm {{ColorRed|RED}} and {{ColorYellow|YELLOW}} both have two farmers, and so both score 6 points: 3 each for the cities A and B. {{ColorBlue|BLUE}} owns the small farm, scoring 3 points for city A.]] {{EndBlock}} {{EndTileList}} Every farm scores the bordering cities in the same way. When this has been done, the game is over. The player with the most points wins.<ref>{{IconArrow}} The [[{{Path|Hans_im_Glück}}|'''HiG''']] rules do not have any instructions regarding what to do in case of a tie. The [[{{Path|Rio_Grande_Games}}|'''RGG''']] rules state that tied players “rejoice in their shared victory.” The [[{{Path|Z-Man Games}}|'''ZMG''']] rules state, “In case of a tie, play another game to determine the winner!”</ref> {{FAQ|title=It is unclear whether incomplete farms earn points during the final scoring. |text=[[File:Base_Game_C1_Example_Note_30.jpg|frame|right|]]It is almost impossible to close off or complete most of the farms. The most important thing when scoring the farms are the cities, which do indeed have to be complete. So: completed cities count on incomplete farms as well.}} {{FAQ|title=At the end of the game, do we score farms which are completely closed off by roads, but which don't have any adjacent cities? If so, how? |text=[[File:Base_Game_C1_Example_Note_31.jpg|frame|right|]]Strictly speaking, they should be scored exactly like every other farm, with 3 points for every completed city. In this case, that makes a total of zero points. And the farmer is nevertheless unable to leave the farm. All this is of course highly frustrating and cries out for revenge! }} ==== Exemple d’évaluation des paysans ==== Here is a more detailed example of how farmers and their farms are scored. [[File:Base_Game_C1_Example_Farmer_Scoring_1.jpg|frame|none|'''Be careful with the edges of the farm:''' farms are separated from each other by roads, cities (if they don’t lie within the farm) and the edge of the playing field. <br /><br /> * '''Farm 1:''' {{ColorBlue|BLUE}} owns farm 1. Two completed cities (A and B) border the farm. For each completed city {{ColorBlue|BLUE}} scores 3 points (irrespective of their size), or a total of 6 points. <br /><br /> * '''Farm 2:''' {{ColorRed|RED}} and {{ColorBlue|BLUE}} own farm 2. There are three completed cities (A, B and C) bordering or lying within this farm. {{ColorRed|RED}} and {{ColorBlue|BLUE}} therefore score 9 points each. <br /><br /> Notice that cities A and B score points for {{ColorBlue|BLUE}} on farm 1 as well as {{ColorRed|RED}} and {{ColorBlue|BLUE}} on farm 2, since these cities border both farms. The city on the bottom left is incomplete, and so generates no points. <br /><br /> * '''Farm 3:''' {{ColorYellow|YELLOW}} owns farm 3, since {{ColorYellow|YELLOW}} has more farmers on it than {{ColorBlack|BLACK}}. There are four completed cities bordering or lying within farm 3, so {{ColorYellow|YELLOW}} scores 12 points.]] === Règles non officielles === * The players decide who starts the game by any method they choose—such as by rolling three followers. The first player to ‘roll’ a standing follower decides who plays first. (Thanks to Joff.) * To determine the first player; each player draws a tile from the bag, the player that drew the tile with the most roads (0 to 4) plays first, if there is a tie for most roads, a draw-off takes place. This is repeated until someone wins. (Thanks to michael.) * Take your next tile at the end of your turn, to give you time to think about placement and avoid analysis paralysis. * Play with a three-tile hand. The abbey counts as part of your hand. Play your turn, including the builder, and then draw back up to three tiles. These tiles could be visible to all or hidden to the other players (Thanks to DavidP and youtch.) * When playing with a bag for the tiles, the original starting tile may be put into the bag, and unplayable tiles can be put back into the bag rather than set to one side. (Thanks to dwhitworth.) * Trees (bushes) on roads do not end the road—only houses do (when the road forks). This makes road building a lot more dynamic. (Thanks to Tobias.) * When a tile is the only tile which can currently complete a structure, other players can offer to ‘buy’ it by offering points, trades counter, abbey, and so on. (Thanks to Deatheux.) * If you place a tile that fills a hole in the playing field by touching something on all four adjacent sides, you get another turn. This helps motivate people to finish the board even if they do not get an advantage from the placement. (Does not apply to the abbey tile). (Thanks to viberunner.) * Incomplete features at the end of the game do not score points at the end of the game. (Thanks to metoth.) * The edge of the table limits the playing area. Thus, a player may not place a tile past the edge of the table or move the playing area to place a tile that would have been past the edge of the table. (Thanks to metoth for prompting this one, and to SkullOne for pointing out that this is an official rule from Hunters and Gatherers.) * Table borders COMPLETE features as an abbey would. (Thanks to PreGy.) * Use colored dice instead of meeples on the scoring track. Start out with the 6 showing on top. When the marker completes one lap, turn it to the number 1 to indicate it has completed one lap. This shows at a glance which player is on what lap and who's ahead. On the 100 space track it’s even easier to determine someone’s score at a glance. (Thanks to Carcking.) === <span id="Use of a Table"></span>Utilisation d’une 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 [[{{Path|Hans_im_Glück}}|'''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. == Ensemble des tuiles == <div class="mw-translate-fuzzy"> '''Total des tuiles : 72''' <ref> {{IconArrow}} La '''{{VariantsLink|version=BigBox5|logo=noborder}}''' comprend en fait ces 72 tuiles avec le dos standard ainsi qu’une tuile de départ séparée. Ainsi, il y a une tuile supplémentaire avec une section de ville et une route horizontale (CRFR, voir la référence consolidée des tuiles) dans le jeu de base de la '''{{VariantsLink|version=BigBox5|logo=noborder}}'''. </ref> {{BeginTileList|width=700px}} {{Tile|image=Base_Game_C1_Tile_01.jpg|count=1}} {{Tile|image=Base_Game_C1_Tile_02.jpg|count=3}} {{Tile|image=Base_Game_C1_Tile_03.jpg|count=1}} {{Tile|image=Base_Game_C1_Tile_04.jpg|count=2}} {{Tile|image=Base_Game_C1_Tile_05.jpg|count=1}} {{Tile|image=Base_Game_C1_Tile_06.jpg|count=3}} {{Tile|image=Base_Game_C1_Tile_07.jpg|count=2}} {{Tile|image=Base_Game_C1_Tile_08.jpg|count=2}} {{Tile|image=Base_Game_C1_Tile_09.jpg|count=3}} {{Tile|image=Base_Game_C1_Tile_10.jpg|count=2}} {{Tile|image=Base_Game_C1_Tile_11.jpg|count=3}} {{Tile|image=Base_Game_C1_Tile_12.jpg|count=2}} {{Tile|image=Base_Game_C1_Tile_13.jpg|count=1}} {{Tile|image=Base_Game_C1_Tile_14.jpg|count=5}} {{Tile|image=Base_Game_C1_Tile_15.jpg|count=3}} {{Tile|image=Base_Game_C1_Tile_16.jpg|count=4|config=({{TextS}})}} {{Tile|image=Base_Game_C1_Tile_17.jpg|count=3}} {{Tile|image=Base_Game_C1_Tile_18.jpg|count=3}} {{Tile|image=Base_Game_C1_Tile_19.jpg|count=4|config={{Feature|edition=C1|name=Monastery}}}} {{Tile|image=Base_Game_C1_Tile_20.jpg|count=2|config={{Feature|edition=C1|name=Monastery}}}} {{Tile|image=Base_Game_C1_Tile_21.jpg|count=9}} {{Tile|image=Base_Game_C1_Tile_22.jpg|count=8}} {{Tile|image=Base_Game_C1_Tile_23.jpg|count=4}} {{Tile|image=Base_Game_C1_Tile_24.jpg|count=1}} {{EndTileList}} {{TileIllustrations|edition=C1|S=1}} </div> {{FootnoteIconPara}} [[Category:Under Construction/fr|* Jeu de base (première édition)]] [[Category:Première édition|* Jeu de base (première édition)]]
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