Difference between revisions of "The City Base Game/nl"

From Wikicarpedia
Jump to navigation Jump to search
(Created page with "=== Horige inzetten ===")
(Created page with "Na het aanleggen van een tegel, '''mag''' de speler één van zijn horigen inzetten. Dat gaat als volgt:- * De speler mag slechts 1 horige zetten * De speler moet de horige uit zijn eigen voorraad nemen * De speler mag de horige alleen op de zojuist aangelegde tegel zetten * De speler moet de horige voorzichtig op één van de segmenten van de tegel zetten. Als...")
Line 87: Line 87:
=== Horige inzetten ===
=== Horige inzetten ===


<div lang="en" dir="ltr" class="mw-content-ltr">
Na het aanleggen van een tegel, '''mag''' de speler één van zijn horigen inzetten. Dat gaat als volgt:-
After adding a tile, the player '''may''' place one of their followers as follows :-
* De speler mag slechts 1 horige zetten
* The player may only place 1 follower
* De speler moet de horige uit zijn eigen voorraad nemen
* the player must take the follower from their supply
* De speler mag de horige alleen op de zojuist aangelegde tegel zetten
* the player may only place the follower on the tile just added
* De speler moet de horige voorzichtig op één van de segmenten van de tegel zetten. Als...
* the player must carefully place the follower on one of the segments on the tile - either as ...
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">

Revision as of 22:26, 6 March 2023

Other languages:


Box City 999.png

Oorspronkelijk in Template:Year nl uitgegeven door Hans im Glück, is Carcassonne: De Stad een tegellegspel voor 2-4 spelers van 8 jaar en ouder. Het is gebaseerd op het spel Carcassonne van Klaus Jürgen Wrede, maar is niet met de andere spellen te combineren.

Het spel gebruikt veel van de standaard Carcassonne spelconcepten. De spelers maken de oude stad door tegels te leggen. Naarmate de stad groeit, worden de muren eromheen gebouwd, beginnend bij een enkele houten poort. De muur wordt opgebouwd uit houten stukken die aan het eind van het spel een 3D versie van de middeleeuwse stad vormen. Elke speler krijgt ook een aantal cilindrische houten torens (het aantal hangt af van het aantal spelers), waardoor de stadsmuren extra impact krijgen

"De indrukwekkende stad Carcassonne was al in de Middeleeuwen een trekpleister voor toeristen uit alle landen. Zijn grote markten, grandioze huizen en drukke straten maakten van de hele stad een populaire attractie. Hier is je kans om de stad Carcassonne te bouwen! Spelers bouwen muren en torens, stichten markten, en zetten op de gebruikelijke wijze horigen in. Aan het einde van het spel kunnen jullie allemaal genieten van de prachtige 3D-stad die jullie gebouwd hebben!"

Speelmateriaal

  • 70 muurdelen
  • 2 korte muren
  • 1 stadspoort
  • 12 torens
TheCity WallPieces.jpg

(l-r): standaard muurdeel, kort muurdeel, stadspoort, toren

  • 32 horigen in 4 kleuren
TheCity Followers.jpg
  • 2 buidels voor het bewaren van de stadstegels en houten speelstukken
TheCity Bag.jpg
  • 1 scorebord
TheCity Scoretrack.jpg
  • 75 stadstegels met daarop diverse wegdelen, woonwijken, markten en gebouwen
TheCity TileFeatures5.jpg
3 stadsdelen,
van elkaar gescheiden
door de kruising
TheCity TileFeatures4.jpg
3 woonwijken,
van elkaar gescheiden
door wegdelen
TheCity TileFeatures2.jpg
veemarkt (A)
graanmarkt (B)
TheCity TileFeatures1.jpg
32 openbare gebouwen (A)
vismarkt (B)
TheCity TileFeatures3.jpg
7 historische gebouwen (genaamd):
Petit Puits
Grand Puits
Tour Carrée
Bâtiment
Saint Sernin
Saint Nazaire
Chateau Comtal

Het doel

De spelers werken samen om de stad Carcassonne te bouwen met woonwijken, markten (vis, graan en vee), wegen en muren.

Door hun horigen slim in te zetten, krijgen ze punten tijdens en aan het einde van het spel.

Voorbereiding

Elke speler krijgt 8 horigen in één kleur, zet er één van op veld 0 van het scorebord, en de rest als voorraad voor zich neer op tafel.

TheCity TileStacks.jpg

De spelers verdelen de 12 torens gelijkelijk

Schud de tegels gedekt en verdeel ze in drie stapels. De eerste stapel krijgt 30 tegels, de tweede 25 en de derde 20. De snelste manier om dit voor elkaar te krijgen is door eerst drie gelijke stapels te maken (met elk 25 tegels) en dan 5 tegels van de derde stapel te verplaatsen naar de eerste. Zet de eerste stapel zo neer dat alle spelers er gemakkelijk bij kunnen.

Leg de twee andere stapels met tegels, de 70 muurdelen, de 2 korte muurdelen en de stadspoort voorlopig opzij. Zij worden later in het spel gebruikt.

De spelers bepalen een startspeler. Die speler begint door de bovenste tegel van de eerste stapel te trekken en die midden op tafel te leggen. De speler mag één van zijn horigen op één van de projecten (weg, markt of woonwijk) van de tegel zetten. De spelregels voor het zetten van horigen worden verderop besproken.

Spelverloop

De spelers zijn, te beginnen met de startspeler, met de klok mee aan de beurt. Tijdens zijn beurt voert de speler die aan de beurt is de volgende acties in de aangegeven volgorde uit:-

  1. De speler moet een nieuwe tegel trekken en die aan de stad toevoegen
  2. De speler mag een horige uit zijn voorraad op de zojuist aangelegde tegel zetten
  3. Als door het aanleggen van de zojuist aangelegde tegel een weg of een markt is afgebouwd, wordt die nu geteld

Tegels aan de stad aanpassen

Als eerste actie moet de speler een stadstegel van de 1e stapel trekken en aanleggen[1], en wel als volgt:-

  • De speler moet de nieuwe tegel (in alle voorbeelden aangegeven met een rode rand) met tenminste één zijde aan één of meer van de reeds gelegde tegels aanleggen. Dat mag niet zo dat alleen de hoeken elkaar raken.
  • De speler moet de tegels zo aanleggen dat wegen (indien aanwezig) doorlopen [2]. Alle andere tegelprojecten mogen aan elkaar worden gelegd, ongeacht de projecten die erop staan.
TheCity Ex01 ContinueStreet.jpg
TheCity Ex02 AdjacentPlacement.jpg
TheCity Ex03 InvalidPlacement.jpg
Wegdelen moeten
doorlopen
Een woonwijk mag aan
een markt worden gelegd
Dit is niet toegestaan omdat
de weg op de eerdere tegel
niet doorloopt op de aangelegde tegel

Horige inzetten

Na het aanleggen van een tegel, mag de speler één van zijn horigen inzetten. Dat gaat als volgt:-

  • De speler mag slechts 1 horige zetten
  • De speler moet de horige uit zijn eigen voorraad nemen
  • De speler mag de horige alleen op de zojuist aangelegde tegel zetten
  • De speler moet de horige voorzichtig op één van de segmenten van de tegel zetten. Als...
a Citizen a Seller a Steward
TheCity Ex04 Citizen.jpg
or as
TheCity Ex04 Seller.jpg
or as
TheCity Ex04 Steward.jpg
on a street segment
(standing)
on a market
(standing)
on a residential area
(place lying down
in either of
the shown locations)

Placement restrictions

If the added tile continues a street, market or residential area from previous tiles with a follower, the player may not place a follower on that feature (even if the other follower is of the same colour). It matters not how far away the other follower is, as long as it is on a continuation of the feature. When a player adds a tile that completes a market or a street that has no previous follower, the player may not place a follower on that feature [3]. The three examples below should help to make these rules clear.

TheCity Ex05 Place1.jpg
TheCity Ex06 Place2.jpg
TheCity Ex07 Place3.jpg
Red may only place a steward.
In the extended market,
there is already a blue seller
Blue may place a follower as a seller
or a citizen, or as a steward
on the small residential area (red arrow)
as there is already a blue steward
on the large residential area.
Blue may not place a follower
on the empty market,
as it was completed by placing the tile.

When a player has no more followers in their supply, they continue to play tiles (but no followers). This lack of followers is usually short-lived, as players get followers back when they score them.

If, through the placement of a tile, a street or a market was completed, the players now score the completed feature. Residential areas are not scored at this time.

Now, the player's turn is over and the next player, in clockwise order, takes their turn.

Scoring completed streets and markets

Red scores 3 points (3 tiles)

A completed street

A street is complete when the street segments on each end of the street terminate in a crossing, another feature or, later in the game, against a wall. A street is also complete when it forms a closed loop. Between the end points, a street can have any number of street segments, but the player's score is based on the number of tiles in the street.

Red scores 8 points (4 tiles)

For a completed street with 1-3 tiles, the player with the citizen on the street scores 1 point for each tile along the length of the street (number of tiles in the street, not number of segments).

For a completed street with 4 or more tiles, the player with the citizen on the street scores double the points described above (number of tiles x 2).

Players immediately record their points by moving their followers on the scoring track a number of spaces forwards equal to the amount scored. When a player's marker passes 0 (50 points) the follower should be placed on its side to indicate it has scored 50+ points.

A completed market

A market is complete when it cannot be further continued (it is bordered on all sides) and has no empty spaces within it. A market can have any number of tiles.

For a completed market, the player with the seller on the market scores points equal to the number of tiles in the market multiplied by the number of different kinds of market (fish, grain, livestock). Only the first occurrence of a kind of market counts towards the score of the multiplier. Multiple occurrences of the same kind of market add nothing to the score of the market.

Blue scores 9 points
(3 different kinds of market x 3 tiles = 9 points)
Blue scores 8 points
(2 different kinds of market x 4 tiles = 8 points)

What happens when several followers stand on a completed street or market?

Through clever tile and follower placement, it is possible for a completed street or market to have several followers. This happens when separate features are connected. In this case, the player with the most followers on the feature scores all the points. When players tie with the most followers on a feature, each scores the full points. Players not tied for the most, score nothing.

The new tile connects two separate markets and completes the combined market. Only in this way can several followers be in a feature.
Red and blue both score full points, in this case 18 points (3 kinds x 6 tiles), as each ties with the most sellers (1) on the market.


Editor's Note: The tile in the top right corner of this example has been incorrectly placed - the road should not end against a residential area, and is a known error in the 2004 HiG and RGG rules.

Returning followers to their owners

After a street or market is complete and scored - and only then - the follower (citizen or seller) on the scored feature is returned to its owner's supply. As the player has already passed the part of their turn for placing a follower, the player may first place a returned follower in any role that is allowed on their next turn.

The residential areas

Residential areas are scored at game end and not when they are completed. Thus, the followers placed on them must stay until the end of the game. Residential areas are bordered by streets, markets and walls (this is important for the game-end scoring of them).

All 3 stewards have their own residential area (red, blue, yellow). The streets and markets separate them from each other
After placing the tile (highlighted in red, bottom right), the 3 residential areas are connected. Note: the player who placed this tile may not place a follower on the residential area as there are already followers on the connected residential area.

Players earn points for their stewards only at game end. Stewards remain on the residential areas, once placed. They are not returned to their owners until game end! To reinforce this visually, players place them lying down instead of standing on the tiles!

The walls enter the game

TheCity GuardOnWall.jpg

After the player's turn when the last tile of the first stack was drawn, the player brings forth the second stack of tiles, which players will now draw tiles from. The walls and towers now come into play as well. Players may now place followers on the walls, as guards.

Walls, towers and the city gate

From now on, when a player places a tile that completes a street or market, causing the feature(s) to be scored, the game is interrupted after all scoring (more than one feature may be completed by a single tile placement) for wall building.

With the very first scoring after players start drawing tiles from the second stack, the player who played the tile that caused the scoring takes the city gate piece. Each other player takes one wall piece. The player with the city gate places it next to any tile (on the city) of their choice [4] [5]. In clockwise order, the other players place their walls adjacent to the gate (or to other walls) to the right or left of the city gate. In this way, they build the city walls around the city. The wall acts as a barrier to future tile additions - tiles cannot be placed beyond the walls (or city gate) [6].

Building the city gate and city wall
Use short walls next to the city gate when normal walls do not fit and put a normal wall back into the box

With each further scoring, each player takes 1 wall. Beginning with the player who placed the tile causing the scoring, each adds their wall piece to the previously started city wall, placing their wall piece adjacent to a previous wall or the city gate.

Whenever a player adds a wall to the city wall, the player may immediately place a follower from their supply on the wall piece just placed, as a guard [7]. Restriction : If there is already a guard on the wall directly opposite the wall just placed, the player may not place a guard on the wall.

A player may place a guard on a just-placed wall
Blue may not place a guard as there is a red guard on the opposite wall
Blue may place a guard on the wall as there is an empty space in the city city between the walls

Guards are scored at the end of the game, and remain on the walls, once placed, until then.

Red places a tower and scores 4 points

After all the players have placed their walls, the player whose tile placement caused the scoring may place one of their towers at either end of the city wall. The player scores 1 point for each wall piece between the tower just placed, and a previous tower (or city gate) along the city wall.

Building walls may cause markets or streets to complete

When a wall causes a street or market to be complete, the completed street or market is immediately scored [8] [9]

The wall (highlighted by the arrow) completes the adjacent market. Red scores 4 points (2 kinds x 2 tiles) and returns the follower to their supply.
The wall (highlighted by the arrow) completes the street. Red scores 1 point and takes back the follower

Scoring caused by wall building does not trigger a new round of wall building.

After the player's turn when the last tile is drawn from the second stack, the player brings forth the third stack of tiles, which the players will now draw tiles from. Play then continues as before with one small change - after each scoring, each player will build two walls. As before, the player whose tile placement caused the scoring, places the first wall, with the others following in clockwise order twice around the table until all have placed 2 walls. Also, as before, after a player places a wall, they may immediately place one follower from their supply on the wall using the rules described above. After the walls are built, the player whose tile placement caused the scoring may place a tower as described above.

If there are not enough walls in the supply for all players to build 2 walls, each builds as many as possible, starting with the player whose tile placement caused the scoring, and continuing clockwise around the table, up to twice, until the walls are exhausted.

Game End

The game ends in one of the following ways :-

  • either the last wall piece is built, or
  • the last tile is placed (complete any scoring caused by it and the following wall building), or
  • the two ends of the city wall are within 5 walls of each other [10] [11]

In every case, the city wall is completed, enclosing the city. If there are enough walls, simply place them around the last unwalled tiles [12]. If there are not enough walls, just assume they are there and that they completely enclose the city. Streets and markets completed by the placement of these last walls are now scored. In the previous example, red scores 1 point for the completed street.

After the last round of wall building, there are only spaces for 4 wall pieces - the rest of the city is enclosed by walls. The game ends.

Now, remove all followers from incomplete streets and markets. For these, players will score no points. Incomplete street and markets at game-end are caused by empty spaces within the city.

Then the players perform final scoring.

Final Scoring

In the final scoring, players score their stewards and guards.

The stewards score points for markets

Residential areas are scored whether complete or not. If only one player has a steward in a residential area, that player is the owner of the residential area. If several players have stewards in the same residential area, the player with most stewards is the owner. If players tie for most stewards in a residential area, those tied with most are the owners of the residential area. The owner(s) of a residential area score 2 points for each market that is adjacent to the residential area. It matters not whether the market is complete or not, nor how large the market is.

Red scores 6 points (3 adjacent markets).

The guards on the walls score points

Each guard watches over the row (or column) of city tiles that lie before him.

For each public building on the tiles in the row (or column), the owner of the guard scores 2 points.

For each historic building on the tile in the row (or column), the guards scores 3 points.

TheCity Ex25 ScoreGuard1.jpg
Red scores 9 points for 3 public and 1 historic building.
TheCity Ex26 ScoreGuard2.jpg
Red scores 5 points (1 public, 1 historic).
Blue scores 4 points (2 public).
Each scores points only on their side of the row -
up to the empty space.
TheCity Ex27 ScoreGuard3.jpg
When an empty space is filled after the guards are placed, each scores 9 points [13].

The player with the most points wins.

Special rules for 2 players

With 2 players the number of walls built is doubled.

  • After scoring during the 2nd stack each player builds 2 walls
  • After scoring when using the third stack, each player builds 4 walls

The players take turns building 1 wall each until they have built 2 or 4 walls.

In the very first wall building round with the 2nd stack, the player whose tile placement caused the scoring builds the city gate first, then the other player builds 1 wall, then the tile placing player builds 1 wall and, finally, the other player builds 1 wall.

Tile Distribution

Totaal aantal tegels: 75
TheCity Tile 01.jpg  x1
TheCity Tile 02.jpg  x4
TheCity Tile 03.jpg  x4
TheCity Tile 04.jpg  x3
TheCity Tile 05.jpg  x2
TheCity Tile 06.jpg  x2
TheCity Tile 07.jpg  x1
TheCity Tile 08.jpg  x1
TheCity Tile 09.jpg  x1
TheCity Tile 10.jpg  x1
TheCity Tile 11.jpg  x1
TheCity Tile 12.jpg  x1
TheCity Tile 13.jpg  x1
TheCity Tile 14.jpg  x1
TheCity Tile 15.jpg  x1
TheCity Tile 16.jpg  x1
TheCity Tile 17.jpg  x1
TheCity Tile 18.jpg  x1
TheCity Tile 19.jpg  x1
TheCity Tile 20.jpg  x1
TheCity Tile 21.jpg  x1
TheCity Tile 22.jpg  x1
TheCity Tile 23.jpg  x1
TheCity Tile 24.jpg  x1
TheCity Tile 25.jpg  x1
TheCity Tile 26.jpg  x1
TheCity Tile 27.jpg  x1
TheCity Tile 28.jpg  x1
TheCity Tile 29.jpg  x1
TheCity Tile 30.jpg  x1
TheCity Tile 31.jpg  x1
TheCity Tile 32.jpg  x1
TheCity Tile 33.jpg  x1
TheCity Tile 34.jpg  x1
TheCity Tile 35.jpg  x1
TheCity Tile 36.jpg  x1
TheCity Tile 37.jpg  x1
TheCity Tile 38.jpg  x1
TheCity Tile 39.jpg  x1
TheCity Tile 40.jpg  x1
TheCity Tile 41.jpg  x1
TheCity Tile 42.jpg  x1
TheCity Tile 43.jpg  x1
TheCity Tile 44.jpg  x1
TheCity Tile 45.jpg  x1
TheCity Tile 46.jpg  x1
TheCity Tile 47.jpg  x1
TheCity Tile 48.jpg  x1
TheCity Tile 49.jpg  x2
TheCity Tile 50.jpg  x1
TheCity Tile 51.jpg  x1
TheCity Tile 52.jpg  x1
TheCity Tile 53.jpg  x1
TheCity Tile 54.jpg  x1
TheCity Tile 55.jpg  x1
TheCity Tile 56.jpg  x1
TheCity Tile 57.jpg  x1
TheCity Tile 58.jpg  x1
TheCity Tile 59.jpg  x1
TheCity Tile 60.jpg  x1
TheCity Tile 61.jpg  x1
TheCity Tile 62.jpg  x1
TheCity Tile 63.jpg  x1
TheCity Tile 64.jpg  x1

Voetnoten

Kijk op de Pictogrammen pagina voor uitleg over en licensering van de pictogrammen.

  1. Officiële verheldering van de uitgever RGG bevestigt dat als de tegel niet kan worden aangelegd die, evenals bij andere Carcassonne-spellen, opzijgelegd en er een vervangende tegel wordt getrokken.
  2. Interpretatie uit de gemeenschapDat betekent niet dat je een weg moet verlengen als er een weg op de tegel die je getrokken hebt staat, alleen dat als je de tegel aan wilt leggen aan een tegel waar een weg op staat, de weg door moet lopen.
  3. Interpretatie uit de gemeenschap Note that this is different from most of the Carcassonne games.
  4. Interpretatie uit de gemeenschap The City Gate may be placed against any type of tile edge - it does not have to be "across" a street - as show in the example.
  5. Interpretatie uit de gemeenschap The City Gate may not be placed against a tile in a hole within the city.
  6. Interpretatie uit de gemeenschap Thus, it is illegal to place a tile such that it causes the city wall to be surrounded.
  7. Officiële verheldering van de uitgever No guard may be placed on the actual City Gate, but other players in the first round of wall placement can place guards. RGG originally indicated (2007) that no guards could be placed by any player during the first wall building round, but this was changed by HiG (2015). The first player (placing the City Gate) gets to choose the starting position, that's all.
  8. Kwesties zonder officiële verheldering If a player has no followers available in their supply, can they use a follower returned from a street or market, closed by the wall placement, as a guard on that piece of wall? Both views are argued on BGG.
  9. Interpretatie uit de gemeenschap
    TheCity Ex28.jpg
    In this situation, where a wall is placed such that the market, occupied by red cannot be extended, the market cannot be scored and red remove their follower until the next segment of wall has been built. This would also apply for a street.
  10. Officiële verheldering van de uitgever The HiG version of the rules translates as "... the two ends of the wall are so close to each other that only 5 or less walls can be built".
  11. Officiële verheldering van de uitgever The game also ends, if during wall placement, the city is completely surrounded. RGG has ruled that a final tower can be placed at the point where the two halves of the wall met. However, the player only scores wall segments in one direction up to the next tower.
  12. Interpretatie uit de gemeenschap No guards may be placed on these wall sections, although RGG has, at one time, ruled that you can still do placements on the final wall-building round. It is just a means to finish the walls of the city for a completed look.
  13. Interpretatie uit de gemeenschap If both Guards are of the same colour, do they still both score? Yes, each guard is scored independently.