Wintereditie Basisspel

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Winter edition front cover.jpg

Algemene informatie en opmerkingen

 
Game C Logo

Carcassonne: Winter Editie werd oorspronkelijk uitgebracht door Hans im Glück in Template:Year nl.

Een slim tegel-leg-spel, in een winters jasje, voor 2 tot 5 spelers, vanaf 8 jaar, door Klaus-Jürgen Wrede.

De Zuidfranse stad Carcassonne is beroemd om haar prachtige vesting, die dateert uit de tijd van de Romeinen en de ridders. De spelers beereiden zich voor om met hun gevolg op de wegen, in de steden, in de kloosters en op het boerenland fortuin te maken. De ontginning van het land ligt in hun handen, en de juiste en tijdige inzet van hun horigen als struikrovers, ridders, boeren of monniken zal de weg naar het succes plaveien.

Speelmateriaal

  • 72 land tegels (waaronder een met een donkere achterkant) die weg-, stads- en veldsegmenten afbeelden, evenals kloosters en kruisingen.
  • 12 land tegels met winter dieren erop.
 
Beschrijving van de tegels en kenmerken:
A. Een klooster
B. Stadsdelens
C. Schild
D. Weiden
E. Wegdelen
F. Kruisingen
  • 40 Volgelingen 40 Volgelingen [1] in vijf verschillende kleuren:
 
Volgelingen in 5 verschillende kleuren

Elke horige kan worden ingezet als ridder, monnik, struikrover of boer. Eén horige van elke kleur wordt gebruikt op het scorebord om de punten van de speler mee aan te duiden.

  • 1 scorebord. Dit wordt gebruikt om de scores van de spelers bij te houden
  • 1 spelregelboekje.

Spelregels

Overzicht

De spelers leggen beurtelings landtegels aan. Dit leidt tot de groei van wegen, steden, kloosters en weiden, waar de spelers hun horigen op kunnen inzetten om punten te verdienen. Aangezien er zowel tijdens het spel als op het einde punten kunnen worden gewonnen, staat de winnaar pas na de eindtelling vast.

De regels voor de winter editie zijn identiek aan de normale regels van het spel Carcassonne. De 12 extra tegels met dierenillustraties worden gespeeld volgens de gebruikelijke regels. [2][3]

Voorbereiding

De starttegel wordt in het midden van de tafel gelegd. De overige stenen worden gemengd en in verschillende stapels met de afbeelding naar beneden op tafel gelegd, zodat elke speler er goed bij kan. [4] Het scorebord moet indien mogelijk aan de rand van de tafel worden geplaatst.

 
Scorebord

Elke speler kiest een kleur en krijgt alle acht volgelingen van die kleur, waarbij er één als waarderingsfiche op het '0'-veld van het scorebord wordt geplaatst. De overige zeven volgelingen blijven voorlopig bij de speler, als zijn of haar voorraad.

De jongste speler bepaalt wie het spel begint.

Spelverloop

Het spel gaat met de klok mee. De speler die aan de beurt is voert de volgende acties in de aangegeven volgorde uit:

  1. De speler moet een nieuwe landtegel trekken en aanleggen.
  2. De speler mag indien gewenst één van zijn horigen uit zijn voorraad op de zojuist aangelegde tegel zetten.
  3. Als door het aanleggen van de landtegel wegen, steden of kloosters afgebouwd worden, moeten de punten daarvan nu geteld worden.

Dan is de volgende speler aan de beurt.

1. Het aanleggen van een tegel

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 red border in the examples below) must touch one or more tiles already in play. [5] Corner-to-corner placement is not permitted.
  • Any city, road, and field segments must continue segments already in play. [6][7]

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. [8]

 
Road and field segments continue previous segments.
 
The city is continued.
 
On one edge, the city is continued. On the other edge, the field is continued.
 
An example of incorrect placement

2. Een horige zetten

When the player has placed the tile, he or she may deploy a follower.

In doing so the following points must be observed:

  • Only one follower may be deployed each turn.
  • The follower must come from the player's supply.
  • 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 [9][10] as either: [11]
 
a thief on a road segment
 
a knight in a city segment
 
a monk on a cloister
 
a farmer on a field segment
  • 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:
 
BLUE may not place a thief, as the road is already occupied. He may play a monk or place a follower on the field.
 
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.

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.

Now the player’s turn is over, and it is the turn of the next player on the left.

Exception: If a road, city, or cloister was completed through the placement of the tile, it must now be scored. [12]

3. Afgebouwde wegen, steden en kloosters tellen

Een voltooide weg

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. [13] There is no limit to the number of road segments which can lie between these endings.

 
RED scores 4 points
 
RED scores 3 points

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. [14]

Whenever points are scored, they are immediately recorded on the scoreboard (more on this in the section about the scoreboard).


A completed city

A city is completed when its segments are fully encompassed by a city wall and there are no gaps within the city. 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. Every pennant (shield symbol) [15] scores an extra 2 points.

 
RED scores 8 points (three city segments and one pennant)
 
A: When both city segments on a tile are in a single city, they only count as one segment.
RED scores 8 points (four city segments, no pennants)

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. [16] In the case of a draw, all players involved score the full number of points.

 
The new tile joins the previously unconnected city segments, forming a single completed city.
BLUE and RED both score the full 10 points, as they both have one knight in the city—a draw!
A completed cloister (monastery)

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.

 
RED scores 9 points(for 8 suurounding tiles and the cloister itself.)


De terugkeer van de volgelingen naar hun meesters

Nadat een weg, stad of klooster is afgebouwd en geteld – en alleen dan – keren de betrokken struikrovers, ridders of monniken terug naar hun eigenaar. Vanaf de volgende beurt mag de speler ze weer in een rol naar keuze inzetten.

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:

 
RooD scoort 4 punten
  1. Complete a road, city, or cloister with the new tile.
  2. Deploy a thief, knight, or monk.
  3. Score the completed road, city, or cloister.
  4. Return the thief, knight, or monk to your supply.
 
Rood scoort 3 punten


Weiden

Several connected field segments form a farm. [17] 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.

 
All three farmers are on their own farms. The road segment and the city separate the farms from each other.
 
After the placement of the new tile, the farms of the three farmers are joined to form one.

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

Het scorebord

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. [18]

 
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.

Het einde van het spel

The game ends at the end of the turn in which the last land tile is placed. Any roads, cities, and cloisters completed in this round are scored as usual. This is followed by the final scoring, where unfinished roads, cities, and cloisters, as well as the farmers, will be scored.

De eindtelling

Niet afgeronde wegen, steden en kloosters tellen

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. [19] As soon as the feature in question has been scored, the followers involved are removed.

 
RED scores 3 points for the incomplete road. YELLOW scores 5 points for the incomplete cloister.
BLUE scores 3 points for the incomplete city on the bottom right. GREEN scores 8 points for the large incomplete city. BLACK scores nothing, since GREEN has more knights in the city.
Het tellen van de weiden

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. [20][21]

If a city borders more than one farm, the owner(s) of each farm score(s) 3 points for the city. [22]

 
BLUE scores 9 points (6 points for the upper farmer and 3 points for the lower one).
 
BLUE scores 6 points. RED scores 3 points. The incomplete city generates no points.
 
Having the majority of farmers, RED owns the large farm, and scores 6 points: 3 each for the cities A and B. BLUE owns the small farm, scoring 3 points for city A. YELLOW does not have a majority, so earns no points.
# = The order in which the tiles were placed.
 
On the large farm RED and YELLOW both have two farmers, and so both score 6 points: 3 each for the cities A and B. BLUE owns the small farm, scoring 3 points for city A.

Every farm scores the bordering cities [23] in the same way. When this has been done, the game is over.

The player with the most points wins.

Voorbeeld van het tellen van een boer

Here is a more detailed example of how farmers and their farms are scored. “Wiese” is translated as “farm.”

 
* Farm 1: BLUE owns farm 1. Two completed cities (A and B) border the farm. For each completed city BLUE scores 3 points (irrespective of their size), or a total of 6 points.
* Farm 2: RED and BLUE own farm 2. There are three completed cities (A, B and C) bordering or lying within this farm. RED and BLUE therefore score 9 points each.
Notice that cities A and B score points for BLUE on farm 1 as well as RED and BLUE on farm 2, since these cities border both farms. The city on the bottom left is incomplete, and so generates no points.
* Farm 3:YELLOW owns farm 3, since YELLOW has more farmers on it than BLACK. There are four completed cities bordering or lying within farm 2, so YELLOW scores 12 points.
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.

How can multiple followers stand on one feature?

 
Turn 1: BLUE places a follower on the field.
 
The fields are not connected at the corners! Turn 2: RED places the tile at the upper right and places a farmer on the field. He may do this becauase the fields are not yet connected.
 
Turn 3: Now the two field segments are connected as part of a larger field. In this way it is possible for several followers to be on one farm. In this same way, several thieves can stand on one road or several knights can be in one city.

Huisregels

  • De spelers bepalen met een zelfgekozen manier wie het spel begint—zoals door het rollen van drie meeples. De eerste speler die een staande meeple 'rolt' bepaalt wie er begint. (Met dank aan Joff.)
  • Om de eerste speler te bepalen; elke speler trekt een tegel uit de zak, de speler die de tegel met de meeste wegen (0 tot 4) trekt begint als eerste, als er een gelijkspel voor de meeste wegen is vindt er een tweede trekking tussen deze twee spelers plaats. Dit wordt herhaald totdat iemand wint. (Dankzij Michael.)
  • Pak je volgende tegel aan het einde van je beurt, hierdoor heb je meer tijd om na te denken over het aanleggen van je tegel en vermijd je lange denktijd.
  • 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.)

Tile Distribution

Total Tiles: 84

72 tiles as in the original Carcassonne:

   x2 
   x4 
   x1 
   x4 
   x5*
   x2 
   x1 
   x3 
   x2 
   x3 
   x3 
   x3 
   x2 
   x3 
   x2 
   x3 
   x1 
   x3 
   x2 
   x1 
   x8*
   x9*
   x4*
   x1 

Underlined number includes starting tile.

Tiles marked with a star (*) have graphically different versions included in the game.

12 tiles with animals:

   x1 
   x1 
   x1 
   x1 
   x1 
   x1 
   x1 
   x1 
   x1 
   x1 
   x1 
   x1 

Footnotes

For Icons explanation and licensing please visit Icons page.

  1.   Vraag: Te weinig volgelingen - spelen we verkeerd of zijn er echt te weinig? antwoord: Naar onze mening zijn het er niet te weinig. Een zeker tekort aan volgelingen is geheel opzettelijk. Een belangrijk element van het spel is juist leren om zuinig te zijn met je volgelingen.
  2.   Een van de dieren op de tegels is een Wolpertinger, een fictief beest uit Zuid Duitsland. Het Amerikaanse equivalent dat er het dichtst bij komt is de fictieve Jackalope, hoewel dat de Wolpertinger niet echt recht doet.
  3.   HiG heeft de fans van het spel om nieuwe regels gevraagd voor gebruik met de dierentegels. Voorlopig zijn de dieren echter gewoon esthetisch.
  4.   Tegels kunnen ook in een zak worden geplaatst en willekeurig worden getrokken.
  5.   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.
  6.   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.
  7.   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.
  8.   If drawing tiles out of a bag, a tile that cannot be placed could be returned to the bag for later use.
  9.   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.
  10.   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.]
  11.   There are several text boxes in the rules suggesting that players play the first game without farmers.
  12.   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? Answer: 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.
  13.   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.
  14.   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.
  15.   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.
  16.   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.
  17.   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.
  18.   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.
  19.   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.
  20.   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.
  21.   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!
  22.   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.
  23.   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.