Difference between revisions of "Winter Edition Base Game"

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<languages /><translate>
<languages /><translate>
[[Main Page]] > [[Winter Edition]] > {{PAGENAME}}
[[File:Winter edition front cover.jpg|right|200px]]
[[File:Winter edition front cover.jpg|right|200px]]


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<!--T:2-->
<!--T:2-->
[[File:Base_Game_C1_Watermark.png|75px|thumb|right|Game C Logo]]
[[File:Symbol_CarcassonneC.png|75px|thumb|right|Game C Logo]]
''originally released by Hans im Glück in 2012''
'''Carcassonne: Winter Edition''' was originally released by [[Hans im Glück]] in {{Year|2012}}.


<!--T:3-->
<!--T:3-->
A clever tile-laying game in a winter coat for 2 to 5 players aged 8 and above by KlausJürgen Wrede.
A clever tile-laying game, in a winter coat, for 2 to 5 players, aged 8 and above, by [[Klaus-Jürgen Wrede]].


<!--T:4-->
<!--T:4-->
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<!--T:7-->
<!--T:7-->
[[File:Win tiles explained.png|368px|frame|none|<table>
:[[File:Win tiles explained.png|368px|frame|none|<table>
<tr>
<tr>
<td colspan="2" style="width:368px;">Tile description and features:</td>
<td colspan="2" style="width:368px;">Tile description and features:</td>
Line 43: Line 46:


* '''40 followers'''  40 followers <ref>
* '''40 followers'''  40 followers <ref>
[[File:Icon_Open_Book.png|16px|text-bottom|]]
{{IconBook}}
'''Question''': Too few followers—are we playing wrong or are there really too few? '''Answer''': In our view there are not too few. A certain shortage of followers is entirely intentional. An important element of the game is precisely learning to be economical with one's followers.
'''Question''': Too few followers—are we playing wrong or are there really too few? '''Answer''': In our view there are not too few. A certain shortage of followers is entirely intentional. An important element of the game is precisely learning to be economical with one's followers.
</ref> in five colors:
</ref> in five colors:


<!--T:9-->
<!--T:9-->
[[File:Win 5meeples.png|84px|frame|none|Followers in 5 colors]]
:[[File:Figure_Meeples_Base.png|84px|frame|none|Followers in 5 colors]]


<!--T:10-->
<!--T:10-->
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The rules for the winter edition are identical to the normal rules of the game Carcassonne. The 12 additional tiles with animal illustrations are played by the usual rules. <ref>
The rules for the winter edition are identical to the normal rules of the game Carcassonne. The 12 additional tiles with animal illustrations are played by the usual rules. <ref>
[[File:Icon_World_Black.png|16px|text-bottom|]]
{{IconWorld}}
One of the animals on the tiles is a Wolpertinger, a beast from southern Germany. The closest American equivalent to this is the Jackalope, although that really doesn’t do the Wolpertinger justice.
One of the animals on the tiles is a Wolpertinger, a beast from southern Germany. The closest American equivalent to this is the Jackalope, although that really doesn’t do the Wolpertinger justice.
</ref><ref>
</ref><ref>
[[File:Icon_World_Black.png|16px|text-bottom|]]
{{IconWorld}}
HiG has asked the fans of the game for new rules to use with the animal tiles. For now, however, the animals are simply aesthetic.
HiG has asked the fans of the game for new rules to use with the animal tiles. For now, however, the animals are simply aesthetic.
</ref>
</ref>
Line 78: Line 81:
<!--T:16-->
<!--T:16-->
The starting tile is placed in the middle of the table. The remaining tiles are mixed and placed face-down on the table in several stacks, so that each player can access them easily. <ref>
The starting tile is placed in the middle of the table. The remaining tiles are mixed and placed face-down on the table in several stacks, so that each player can access them easily. <ref>
'''UNKNOWN SYMBOL!!!''' Winter CAR ref 4 v1.3
{{IconHouse}}
Tiles can also be placed into a sack and drawn randomly.
Tiles can also be placed into a sack and drawn randomly.
</ref> The scoreboard should be placed at the edge of the table if possible.
</ref> The scoreboard should be placed at the edge of the table if possible.
Line 105: Line 108:
As their first action, the player '''must''' draw a tile from one of the stacks. The tile is then shown to the other players (so they can “advise” the player about where to place it) and placed on the table. The player must take care to observe the following:
As their first action, the player '''must''' draw a tile from one of the stacks. The tile is then shown to the other players (so they can “advise” the player about where to place it) and placed on the table. The player must take care to observe the following:
* At least one side of the new tile (with a {{ColorRed|red}} border in the examples below) must touch one or more tiles already in play. <ref>
* At least one side of the new tile (with a {{ColorRed|red}} border in the examples below) must touch one or more tiles already in play. <ref>
[[File:Icon_Open_Book.png|16px|text-bottom|]]
{{IconBook}}
'''Question''': We have difficulty deciding when a placed tile represents a new city or belongs to one already being built. '''Answer''': '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.
'''Question''': We have difficulty deciding when a placed tile represents a new city or belongs to one already being built. '''Answer''': '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.
</ref> Corner-to-corner placement is not permitted.  
</ref> Corner-to-corner placement is not permitted.  
* Any city, road, and field segments must continue segments already in play. <ref>
* Any city, road, and field segments must continue segments already in play. <ref>
[[File:Icon_Open_Book.png|16px|text-bottom|]]
{{IconBook}}
Cloisters can be placed directly next to each other, or corner to corner. It is not necessary for there to be eight other (non-cloister) tiles neighbouring a cloister. A cloister stands in the middle of a field segment and other segments can be placed next to it. In contrast to roads, cities, and fields, it is not possible to connect to a cloister.
Cloisters can be placed directly next to each other, or corner to corner. It is not necessary for there to be eight other (non-cloister) tiles neighbouring a cloister. A cloister stands in the middle of a field segment and other segments can be placed next to it. In contrast to roads, cities, and fields, it is not possible to connect to a cloister.
</ref><ref>
</ref><ref>
[[File:Icon_Open_Book.png|16px|text-bottom|]]
{{IconBook}}
A newly placed land tile must fit the adjacent terrain on all edges. During placement it is not enough to look for only one side that fits.
A newly placed land tile must fit the adjacent terrain on all edges. During placement it is not enough to look for only one side that fits.
</ref>
</ref>
In the rare case that a tile cannot legally be placed anywhere, and all players agree, it is removed from the game, and the player draws another. <ref>
In the rare case that a tile cannot legally be placed anywhere, and all players agree, it is removed from the game, and the player draws another. <ref>
'''UNKNOWN SYMBOL!!!''' 8
{{IconHouse}}
  If drawing tiles out of a bag, a tile that cannot be placed could be returned to the bag for later use.
  If drawing tiles out of a bag, a tile that cannot be placed could be returned to the bag for later use.
</ref>
</ref>
 
{{BeginBlockList|500px}}
<div style="display:flex; flex-wrap:wrap; max-width:700px;">
{{Block|
[[File:Win example1.png|frame|Road and field segments continue previous segments.]]
[[File:Win example1.png|frame|Road and field segments continue previous segments.]]
|5px|5px}}
{{Block|
[[File:Win example2.png|frame|The city is continued.]]
[[File:Win example2.png|frame|The city is continued.]]
</div>
|5px|5px}}
<div style="display:flex; flex-wrap:wrap; max-width:700px;">
{{Block|
[[File:Win example3.png|frame|On one edge, the city is continued. On the other edge, the field is continued.]]
[[File:Win example3.png|frame|On one edge, the city is continued. On the other edge, the field is continued.]]
|5px|5px}}
{{Block|
[[File:Win example4.png|frame|An example of incorrect placement]]
[[File:Win example4.png|frame|An example of incorrect placement]]
</div>
|5px|5px}}
{{EndBlockList}}


==== 2. Deploy a follower ==== <!--T:29-->
==== 2. Deploy a follower ==== <!--T:29-->
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* The follower may only be deployed to the tile just placed.  
* The follower may only be deployed to the tile just placed.  
* The player must decide which part of the tile the follower is deployed to <ref>
* The player must decide which part of the tile the follower is deployed to <ref>
[[File:Icon_Open_Book.png|16px|text-bottom|]]
{{IconBook}}
  If you complete a previously unoccupied city when placing a tile, you do not have to occupy this city and earn the points. You can close the city 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.
  If you complete a previously unoccupied city when placing a tile, you do not have to occupy this city and earn the points. You can close the city 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.
</ref><ref>  
</ref><ref>  
[[File:Icon_Open_Book.png|16px|text-bottom|]]
{{IconBook}}
'''Question''': On cloister tiles, are we allowed to deploy a follower on the surrounding field segment? '''Answer''': 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.]
'''Question''': On cloister tiles, are we allowed to deploy a follower on the surrounding field segment? '''Answer''': 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.]
</ref> as either: <ref>
</ref> as either: <ref>
[[File:Icon_Open_Book.png|16px|text-bottom|]]
{{IconBook}}
There are several text boxes in the rules suggesting that players play the first game without farmers.
There are several text boxes in the rules suggesting that players play the first game without farmers.
</ref>
</ref>
 
{{BeginBlockList|max-width:800px}}
<div style="display:flex; flex-wrap:wrap; max-width:800px;">
{{Block|
[[File:Win placement1.png|frame|a thief on a road segment]]
[[File:Win placement1.png|frame|a thief on a road segment]]
|5px|5px}}
{{Block|
[[File:Win placement2.png|frame|a knight in a city segment]]
[[File:Win placement2.png|frame|a knight in a city segment]]
|5px|5px}}
{{Block|
[[File:Win placement3.png|frame|a monk on a cloister]]
[[File:Win placement3.png|frame|a monk on a cloister]]
|5px|5px}}
{{Block|
[[File:Win placement4.png|frame|a farmer on a field segment]]
[[File:Win placement4.png|frame|a farmer on a field segment]]
</div>
|5px|5px}}
{{EndBlockList}}


* There must be no other follower (not even one belonging to the same player) on the road, city, or field segments connected to the tile just placed. It does not matter how far away the follower is. The following two examples may help to explain:
* There must be no other follower (not even one belonging to the same player) on the road, city, or field segments connected to the tile just placed. It does not matter how far away the follower is. The following two examples may help to explain:
<div style="display:flex; flex-wrap:wrap; max-width:800px;">
{{BeginBlockList|800px}}
{{Block|
[[File:Win placement5.png|frame|{{ColorBlue|BLUE}} may not place a thief, as the road is already occupied. He may play a monk or place a follower on the field.]]
[[File:Win placement5.png|frame|{{ColorBlue|BLUE}} may not place a thief, as the road is already occupied. He may play a monk or place a follower on the field.]]
|5px|5px}}
{{Block|
[[File:Win placement6.png|frame|{{ColorBlue|BLUE}} may not place a knight in the city, as the city is already claimed. He may place a thief on the road or place a follower on the field.]]
[[File:Win placement6.png|frame|{{ColorBlue|BLUE}} may not place a knight in the city, as the city is already claimed. He may place a thief on the road or place a follower on the field.]]
</div>
|5px|5px}}
{{EndBlockList}}


If a player runs out of followers during the course of play, he or she may only place tiles. But don't panic: you can also get followers back.
If a player runs out of followers during the course of play, he or she may only place tiles. But don't panic: you can also get followers back.
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'''Exception''': If a road, city, or cloister was completed through the placement of the tile, it must now be scored. <ref>
'''Exception''': If a road, city, or cloister was completed through the placement of the tile, it must now be scored. <ref>
[[File:Icon_Open_Book.png|16px|text-bottom|]]
{{IconBook}}
'''Question''': There is a situation that puzzles us. 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?
'''Question''': There is a situation that puzzles us. 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?


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A road is completed when the road segments on both sides end in a crossing, a city segment, or a cloister, or when the road forms a closed circle. <ref>
A road is completed when the road segments on both sides end in a crossing, a city segment, or a cloister, or when the road forms a closed circle. <ref>
[[File:Icon_Open_Book.png|16px|text-bottom|]]
{{IconBook}}
'''Question''': Can a road end in nothing? '''Answer''': No, like all the usual land tiles, a road segment must continue to another road segment on all edges.
'''Question''': Can a road end in nothing? '''Answer''': No, like all the usual land tiles, a road segment must continue to another road segment on all edges.
</ref> There is no limit to the number of road segments which can lie between these endings.
</ref> There is no limit to the number of road segments which can lie between these endings.
 
{{BeginBlockList|800px}}
<div style="display:flex; flex-wrap:wrap; max-width:800px;">
{{Block|
[[File:Win road exc1.png|frame|{{ColorRed|RED}} scores 4 points]]
[[File:Win road exc1.png|frame|{{ColorRed|RED}} scores 4 points]]
|5px|5px}}
{{Block|
[[File:Win road exc2.png|frame|{{ColorRed|RED}} scores 3 points]]
[[File:Win road exc2.png|frame|{{ColorRed|RED}} scores 3 points]]
</div>
|5px|5px}}
{{EndBlockList}}


A player who has a thief on this completed road scores '''as many points as the road is long''', determined by '''counting the number of tiles'''. <ref>
A player who has a thief on this completed road scores '''as many points as the road is long''', determined by '''counting the number of tiles'''. <ref>
[[File:Icon_Open_Book.png|16px|text-bottom|]]
{{IconBook}}
'''Question''': 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? '''Answer''': 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.
'''Question''': 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? '''Answer''': 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.
</ref>
</ref>
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A player who has a knight in a completed city scores '''2 points for every city segment'''. '''Every pennant''' (shield symbol) <ref>
A player who has a knight in a completed city scores '''2 points for every city segment'''. '''Every pennant''' (shield symbol) <ref>
[[File:Icon_World_Black.png|16px|text-bottom|]]
{{IconWorld}}
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.
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.
</ref> '''scores an extra 2 points'''.
</ref> '''scores an extra 2 points'''.
 
{{BeginBlockList|800px}}
<div style="display:flex; flex-wrap:wrap; max-width:800px;">
{{Block|
[[File:Win city exc1.png|frame|{{ColorRed|RED}} scores 8 points (three city segments and one pennant)]]
[[File:Win city exc1.png|frame|{{ColorRed|RED}} scores 8 points (three city segments and one pennant)]]
|5px|5px}}
{{Block|
[[File:Win city exc2.png|frame|
[[File:Win city exc2.png|frame|
{|
{|
Line 212: Line 236:
|{{ColorRed|RED}} scores 8 points (four city segments, no pennants)
|{{ColorRed|RED}} scores 8 points (four city segments, no pennants)
|}]]
|}]]
</div>
|5px|5px}}
{{EndBlockList}}


What happens if there are several followers on a completed road or in a completed city?
What happens if there are several followers on a completed road or in a completed city?
Line 219: Line 244:


'''The points are then scored by the player with the most thieves or knights.''' <ref>  
'''The points are then scored by the player with the most thieves or knights.''' <ref>  
[[File:Icon_Open_Book.png|16px|text-bottom|]]
{{IconBook}}
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 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.
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 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.
</ref> '''In the case of a draw, all players involved score the full number of points.'''
</ref> '''In the case of a draw, all players involved score the full number of points.'''
<div style="display:flex; flex-wrap:wrap; max-width:800px;">
[[File:Win city exc3.png|frame|
[[File:Win city exc3.png|frame|
{|
{|
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|{{ColorBlue|BLUE}} and {{ColorRed|RED}} both score the full 10 points, as they both have one knight in the city—a draw!
|{{ColorBlue|BLUE}} and {{ColorRed|RED}} both score the full 10 points, as they both have one knight in the city—a draw!
|}]]
|}]]
</div>


===== A completed cloister (monastery) ===== <!--T:53-->
===== A completed cloister (monastery) ===== <!--T:53-->
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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 each land tile, including the cloister itself'''.
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 each land tile, including the cloister itself'''.


<div style="display:flex; flex-wrap:wrap; max-width:800px;">
[[File:Win cloister exc1.png|frame|{{ColorRed|RED}} scores 9 points(for 8 suurounding tiles and the cloister itself.)]]
[[File:Win cloister exc1.png|frame|{{ColorRed|RED}} scores 9 points(for 8 suurounding tiles and the cloister itself.)]]
</div>
 


===== Returning followers to their owners ===== <!--T:56-->
===== Returning followers to their owners ===== <!--T:56-->
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'''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:  
'''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:  


<div style="display:flex; flex-wrap:wrap; max-width:800px;">
[[File:Win returning exc1.png|frame|{{ColorRed|RED}} scores 4 points]]
[[File:Win returning exc1.png|frame|{{ColorRed|RED}} scores 4 points]]
</div>


# Complete a road, city, or cloister with the new tile.  
# Complete a road, city, or cloister with the new tile.  
Line 255: Line 274:
# Return the thief, knight, or monk to your supply.  
# Return the thief, knight, or monk to your supply.  


<div style="display:flex; flex-wrap:wrap; max-width:800px;">
[[File:Win returning exc2.png|frame|{{ColorRed|RED}} scores 3 points]]
[[File:Win returning exc2.png|frame|{{ColorRed|RED}} scores 3 points]]
</div>
 


===== Farms ===== <!--T:60-->
===== Farms ===== <!--T:60-->


Several connected field segments form a farm. <ref>
Several connected field segments form a farm. <ref>
[[File:Icon_Open_Book.png|16px|text-bottom|]]
{{IconBook}}
In determining farm size, farms can be limited by all kinds of barriers, for example, roads or cities 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.
In determining farm size, farms can be limited by all kinds of barriers, for example, roads or cities 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.
</ref> Farms and field segments are not scored. 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! In order to make that clear, the farmers should be laid on their backs.
</ref> Farms and field segments are not scored. 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! 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.
Farms are separated from each other by roads, cities, and the edge of the playing field – this is important during the final scoring.
 
{{BeginBlockList|800px}}
<div style="display:flex; flex-wrap:wrap; max-width:800px;">
{{Block|
[[File:Win farms exc1.png|frame|All three farmers are on their own farms. The road segment and the city separate the farms from each other.]]
[[File:Win farms exc1.png|frame|All three farmers are on their own farms. The road segment and the city separate the farms from each other.]]
|5px|5px}}
{{Block|
[[File:Win farms exc2.png|frame|After the placement of the new tile, the farms of the three farmers are joined to form one.]]
[[File:Win farms exc2.png|frame|After the placement of the new tile, the farms of the three farmers are joined to form one.]]
</div>
|5px|5px}}
{{EndBlockList}}


'''Be careful''': The player who placed the new tile may not deploy a farmer, since the (now connected) farm is already occupied by farmers.
'''Be careful''': The player who placed the new tile may not deploy a farmer, since the (now connected) farm is already occupied by farmers.
Line 278: Line 299:


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 ‘0’ field is reached or passed, the counting figure should be laid down to indicate that the player has already earned 50 or more points. <ref>
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 ‘0’ field is reached or passed, the counting figure should be laid down to indicate that the player has already earned 50 or more points. <ref>
[[File:Icon_World_Black.png|16px|text-bottom|]]
{{IconWorld}}
Use of counters, such as the 50/100 tiles from the standard edition of Carcassonne (''Inns and Cathedrals'' or ''Big Box'' sets), would also be helpful.
Use of counters, such as the 50/100 tiles from the standard edition of Carcassonne (''Inns and Cathedrals'' or ''Big Box'' sets), would also be helpful.
</ref>
</ref>


<div style="display:flex; flex-wrap:wrap; max-width:800px;">
[[File:Win score exc1.png|frame|{{ColorBlue|BLUE}} scores 3 points. He moved his figure that started on 48. To indicate that the score is greater than 50, he lays the figure down.]]
[[File:Win score exc1.png|frame|{{ColorBlue|BLUE}} scores 3 points. He moved his figure that started on 48. To indicate that the score is greater than 50, he lays the figure down.]]
</div>


=== The End of the Game === <!--T:67-->
=== The End of the Game === <!--T:67-->
Line 295: Line 314:


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 each segment'''. '''Pennants also now score only 1 point'''. <ref>
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 each segment'''. '''Pennants also now score only 1 point'''. <ref>
[[File:Icon_Open_Book.png|16px|text-bottom|]]
{{IconBook}}
'''Question''': Final scoring: segments of incomplete roads. 1 point per follower or 1 point per road segment? Cloister: 1 point for every neighbouring tile (e.g. 5), or is an incomplete cloister worth only 1 point? '''Answer''': During the final scoring, roads earn exactly as much as during the game, that is, 1 point per road segment. In the example shown, blue earns four points at the end of the game. The cloister earns 1 point for the cloister itself and 1 point for every neighbouring tile. When there are five tiles surrounding the cloister it earns 6 in total.
'''Question''': Final scoring: segments of incomplete roads. 1 point per follower or 1 point per road segment? Cloister: 1 point for every neighbouring tile (e.g. 5), or is an incomplete cloister worth only 1 point? '''Answer''': During the final scoring, roads earn exactly as much as during the game, that is, 1 point per road segment. In the example shown, blue earns four points at the end of the game. The cloister earns 1 point for the cloister itself and 1 point for every neighbouring tile. When there are five tiles surrounding the cloister it earns 6 in total.
</ref> As soon as the feature in question has been scored, the followers involved are removed.
</ref> As soon as the feature in question has been scored, the followers involved are removed.


<div>
[[File:Win scoring exc1.png|frame|none|
[[File:Win scoring exc1.png|frame|none|
{|
{|
Line 306: Line 324:
|{{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.
|{{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.
|}]]
|}]]
</div>


===== Scoring farms ===== <!--T:73-->
===== Scoring farms ===== <!--T:73-->


Only the farmers and their farms are left, and these will be scored now. The owner of each farm must 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 of the farm. The owner (or owners) of the farm score '''3 points for every completed city which borders the farm''', or lies within it. <ref>
Only the farmers and their farms are left, and these will be scored now. The owner of each farm must 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 of the farm. The owner (or owners) of the farm score '''3 points for every completed city which borders the farm''', or lies within it. <ref>
[[File:Icon_Open_Book.png|16px|text-bottom|]]
{{IconBook}}
'''Question''': It is unclear whether incomplete farms earn points during the final scoring. '''Answer''': 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.
'''Question''': It is unclear whether incomplete farms earn points during the final scoring. '''Answer''': 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.
</ref><ref>  
</ref><ref>  
[[File:Icon_Open_Book.png|16px|text-bottom|]]
{{IconBook}}
'''Question''': 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? '''Answer''': 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!
'''Question''': 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? '''Answer''': 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!
</ref>
</ref>


If a city borders more than one farm, '''the owner(s) of each farm''' score(s) 3 points for the city. <ref>
If a city borders more than one farm, '''the owner(s) of each farm''' score(s) 3 points for the city. <ref>
[[File:Icon_Double_Arrow_Black.png|16px|text-bottom|]]
{{IconArrow}}
This describes what is known as the “third edition” method of scoring farms, the method curently accepted by all publishers for all versions of Carcassonne.
This describes what is known as the “third edition” method of scoring farms, the method curently accepted by all publishers for all versions of Carcassonne.
</ref>
</ref>
 
{{BeginBlockList|800px}}
<div style="display:flex; flex-wrap:wrap; max-width:800px;">
{{Block|
[[File:Win scoring farm1.png|frame|{{ColorBlue|BLUE}} scores 9 points (6 points for the upper farmer and 3 points for the lower one).]]
[[File:Win scoring farm1.png|frame|{{ColorBlue|BLUE}} scores 9 points (6 points for the upper farmer and 3 points for the lower one).]]
|5px|5px}}
{{Block|
[[File:Win scoring farm2.png|frame|{{ColorBlue|BLUE}} scores 6 points. {{ColorRed|RED}} scores 3 points. The incomplete city generates no points.]]
[[File:Win scoring farm2.png|frame|{{ColorBlue|BLUE}} scores 6 points. {{ColorRed|RED}} scores 3 points. The incomplete city generates no points.]]
</div>
|5px|5px}}
<div style="display:flex; flex-wrap:wrap; max-width:800px;">
{{Block|
[[File:Win scoring farm3.png|frame|
[[File:Win scoring farm3.png|frame|
{|
{|
Line 335: Line 354:
|}
|}
]]
]]
|5px|5px}}
{{Block|
[[File:Win scoring farm4.png|frame|
[[File:Win scoring farm4.png|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.]]
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.]]
</div>
|5px|5px}}
{{EndBlockList}}


Every farm scores the bordering cities <ref>
Every farm scores the bordering cities <ref>
[[File:Icon_World_Black.png|16px|text-bottom|]]
{{IconWorld}}
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.
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.
</ref> in the same way. When this has been done, the game is over.
</ref> in the same way. When this has been done, the game is over.
Line 350: Line 372:
Here is a more detailed example of how farmers and their farms are scored. “Wiese” is translated as “farm.”
Here is a more detailed example of how farmers and their farms are scored. “Wiese” is translated as “farm.”


<div>
[[File:Win scoring farm5.png|frame|none|
[[File:Win scoring farm5.png|frame|none|
{|
{|
Line 364: Line 385:
|}
|}
]]
]]
<div>


==== How can multiple followers stand on one feature? ====
==== How can multiple followers stand on one feature? ====


<div style="display:flex; flex-wrap:wrap; max-width:800px;">
{{BeginBlockList|800px}}
{{Block|
[[File:Win mul exc1.png|frame|Turn 1: {{ColorBlue|BLUE}} places a follower on the field.]]
[[File:Win mul exc1.png|frame|Turn 1: {{ColorBlue|BLUE}} places a follower on the field.]]
|5px|5px}}
{{Block|
[[File:Win mul exc2.png|frame|
[[File:Win mul exc2.png|frame|
<table>
<table>
Line 378: Line 401:
</table>
</table>
]]
]]
|5px|5px}}
{{Block|
[[File:Win mul exc3.png|frame|
[[File:Win mul exc3.png|frame|
<table>
<table>
Line 386: Line 411:
</table>
</table>
]]
]]
</div>
|5px|5px}}
{{EndBlockList}}


=== House Rules === <!--T:83-->
=== House Rules === <!--T:83-->


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).
* 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).
* 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.
* 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).
* 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).
* 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).
* 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).
* 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).
* 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).
* 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).
* 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).
* 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).


* 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.)


== Tile Distribution == <!--T:120-->
== Tile Distribution == <!--T:120-->


'''Total Tiles 84!'''
'''Total Tiles: 84'''


72 tiles as in the original Carcassonne:
72 tiles as in the original Carcassonne:
{{BeginTileList|700px}}
{{Tile|Winter_Edition_C2_Tile_A.jpg|&nbsp;x2&nbsp;}}
{{Tile|Winter_Edition_C2_Tile_B.jpg|&nbsp;x4&nbsp;}}
{{Tile|Winter_Edition_C2_Tile_C.jpg|&nbsp;x1&nbsp;}}
{{Tile|Winter_Edition_C2_Tile_D.jpg|&nbsp;<ins>x4</ins>&nbsp;}}
{{Tile|Winter_Edition_C2_Tile_E.jpg|&nbsp;x5<sup>*</sup>}}
{{Tile|Winter_Edition_C2_Tile_F.jpg|&nbsp;x2&nbsp;}}
{{Tile|Winter_Edition_C2_Tile_G.jpg|&nbsp;x1&nbsp;}}
{{Tile|Winter_Edition_C2_Tile_H.jpg|&nbsp;x3&nbsp;}}
{{Tile|Winter_Edition_C2_Tile_I.jpg|&nbsp;x2&nbsp;}}
{{Tile|Winter_Edition_C2_Tile_J.jpg|&nbsp;x3&nbsp;}}
{{Tile|Winter_Edition_C2_Tile_K.jpg|&nbsp;x3&nbsp;}}
{{Tile|Winter_Edition_C2_Tile_L.jpg|&nbsp;x3&nbsp;}}
{{Tile|Winter_Edition_C2_Tile_M.jpg|&nbsp;x2&nbsp;}}
{{Tile|Winter_Edition_C2_Tile_N.jpg|&nbsp;x3&nbsp;}}
{{Tile|Winter_Edition_C2_Tile_O.jpg|&nbsp;x2&nbsp;}}
{{Tile|Winter_Edition_C2_Tile_P.jpg|&nbsp;x3&nbsp;}}
{{Tile|Winter_Edition_C2_Tile_Q.jpg|&nbsp;x1&nbsp;}}
{{Tile|Winter_Edition_C2_Tile_R.jpg|&nbsp;x3&nbsp;}}
{{Tile|Winter_Edition_C2_Tile_S.jpg|&nbsp;x2&nbsp;}}
{{Tile|Winter_Edition_C2_Tile_T.jpg|&nbsp;x1&nbsp;}}
{{Tile|Winter_Edition_C2_Tile_U.jpg|&nbsp;x8<sup>*</sup>}}
{{Tile|Winter_Edition_C2_Tile_V.jpg|&nbsp;x9<sup>*</sup>}}
{{Tile|Winter_Edition_C2_Tile_W.jpg|&nbsp;x4<sup>*</sup>}}
{{Tile|Winter_Edition_C2_Tile_X.jpg|&nbsp;x1&nbsp;}}
{{EndTileList}}


<div style="display:flex; flex-wrap:wrap; max-width:700px;">
Underlined number includes starting tile.
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_01.jpg]]x2</div>
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_02.jpg]]x4</div>
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_03.jpg]]x1</div>
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_04.jpg]]<u>x4</u></div>
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_05.jpg]]x5</div>
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_06.jpg]]x2</div>
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_07.jpg]]x1</div>
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_08.jpg]]x3</div>
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_09.jpg]]x2</div>
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_10.jpg]]x3</div>


<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_11.jpg]]x3</div>
Tiles marked with a star (*) have graphically different versions included in the game.
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_12.jpg]]x3</div>
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_13.jpg]]x2</div>
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_14.jpg]]x3</div>
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_15.jpg]]x2</div>
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_16.jpg]]x3</div>
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_17.jpg]]x1</div>
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_18.jpg]]x3</div>
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_19.jpg]]x2</div>
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_20.jpg]]x1</div>
 
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_21.jpg]]x8</div>
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_22.jpg]]x9</div>
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_23.jpg]]x4</div>
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_24.jpg]]x1</div>
</div>
 
Underlined number includes starting tile.
* There are graphically different versions of these tiles included in the game.


12 tiles with animals:
12 tiles with animals:
 
{{BeginTileList|600px}}
<div style="display:flex; flex-wrap:wrap; max-width:700px;">
{{Tile|Winter_Edition_C2_Tile_Z01.jpg|&nbsp;x1&nbsp;}}
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_01.jpg]]x1</div>
{{Tile|Winter_Edition_C2_Tile_Z02.jpg|&nbsp;x1&nbsp;}}
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_02.jpg]]x1</div>
{{Tile|Winter_Edition_C2_Tile_Z03.jpg|&nbsp;x1&nbsp;}}
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_03.jpg]]x1</div>
{{Tile|Winter_Edition_C2_Tile_Z04.jpg|&nbsp;x1&nbsp;}}
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_04.jpg]]x1</div>
{{Tile|Winter_Edition_C2_Tile_Z05.jpg|&nbsp;x1&nbsp;}}
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_05.jpg]]x1</div>
{{Tile|Winter_Edition_C2_Tile_Z06.jpg|&nbsp;x1&nbsp;}}
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_06.jpg]]x1</div>
{{Tile|Winter_Edition_C2_Tile_Z07.jpg|&nbsp;x1&nbsp;}}
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_07.jpg]]x1</div>
{{Tile|Winter_Edition_C2_Tile_Z08.jpg|&nbsp;x1&nbsp;}}
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_08.jpg]]x1</div>
{{Tile|Winter_Edition_C2_Tile_Z09.jpg|&nbsp;x1&nbsp;}}
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_09.jpg]]x1</div>
{{Tile|Winter_Edition_C2_Tile_Z10.jpg|&nbsp;x1&nbsp;}}
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_10.jpg]]x1</div>
{{Tile|Winter_Edition_C2_Tile_Z11.jpg|&nbsp;x1&nbsp;}}
 
{{Tile|Winter_Edition_C2_Tile_Z12.jpg|&nbsp;x1&nbsp;}}
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_11.jpg]]x1</div>
{{EndTileList}}
<div style="padding-right: 15px; padding-bottom: 15px; white-space: nowrap;">[[File:Base_Game_C1_Tile_12.jpg]]x1</div>
</div>


{{FootnoteIconPara_en}}
{{FootnoteIconPara_en}}


[[category:Under Construction]]
[[category:Under Construction]]
[[Category:First Edition]]
[[category:Winter Edition]]
[[category:Spinoff]]




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