Game overview Game setup Components

Game overview Game setup Components
A tile laying game for 2 to 5 players, by Klaus-Jürgen Wrede. Ages 13 and up.
Carcassonne, the world-famous French city,
known for its imposing fortifications erected
during the Antiquity and the Middle Ages.
This fortress, surrounded by magnificent
walls, still stands today as one of the most
unique French cities.
In this game, players must develop the area
around Carcassonne. They will place their
followers onto roads and into cities, monasteries
and fields. Only those who make the most
judicious placements will gain the points
required to win the game.
• 84 Land tiles (including 1 Start tile with
a darker back) showing roads, cities, fields
and monasteries.
• 40 followers in 5 colors.
Each follower may become a thief,
a knight, a monk or a farmer.
Each player will use one of their followers
as a score marker.
City sections
Back of the Start tile
Back of the
normal tiles
Field sections
• 1 scoreboard:
To track the players' scores.
• 1 rulebook and 1 player aid
Game overview
On their turn, players place one tile. This is how roads, cities, monasteries and fields will be created, one tile at a
time. To score points, players will need to place followers on these tiles. Points are scored throughout the game and
at the end of the game. After the final scoring, the player who scored the most points is the winner.
The rules for Carcassonne - Winter Edition are the same as those for the basic Carcassonne game. The 12 tiles
featuring animals are played according to the normal rules. For the Gingerbread Man mini-expansion, see page 8.
Game setup
The Start tile is placed face-up in the center of the table. Shuffle the other tiles and place them in
various face-down stacks within reach of every player. Place the scoreboard close to the edge of the
table to give players enough room to play their tiles in the middle of the table. Each player takes the
8 followers in his color and puts one (called marker thereafter) on space 0 of the scoreboard (the
space located in the lower right-hand corner). Each player then keeps their remaining 7 followers in
front of themselves: this is their personal supply. Players choose how the first player is designated, or simply let the
youngest player begin.
Playing the game
Players take their turn one after the other, starting with the first player and then proceeding clockwise: on their
turn, a player must do the following actions in the order listed below:
1. Draw and place one new Land tile.
2. Then, the player may take one (1) of his followers from his supply and put it on the tile he has just placed.
3. If by placing a Land tile one or more roads, cities, and/or monasteries are completed, these features are scored immediately.
The player's turn is now over and the next player takes her turn by following the same rules.
1. Placing Land tiles
At the beginning of their turn, a player must draw one of the face-down Land tiles. She looks at it and shows it to the
other players (allowing them to "help" her). Then, she places that tile on the table according to the following rules:
•The new tile (the one with a red border in the examples) must be placed in such a way that at least one of its sides
touches one of the previously placed tiles. The new tile cannot only be connected by a corner.
•New tiles must always continue fields, cities and/or roads.
The new tile continues the road
and field sections.
One side of the
new tile
continues the
city and
the other
continues the
The new tile continues
the city section.
In the unlikely situation where a drawn tile cannot be
placed (all players must agree), the player removes
the tile from the game and draws another tile.
This placement is
not allowed.
2. Placing new followers
Once a player has placed her tile, she can put one of her followers on that tile according to these rules:
• A player may only place 1 follower per turn.
• The player must take the follower from her supply.
• The player may only put the follower on the tile she has just placed.
• The player must choose where she will place her follower. As such, the follower can become a…
on a road
in a city section
in a monastery
in a field.
(For your first
game, it is
best to play
without the
Lay down
• The player may not place her follower on a road, in a city or in a field if that section is connected to another tile
where there already is a follower (no matter which player owns that follower). For example:
Blue may only
place a farmer
or a monk
since there
already is a thief on the continued road.
Blue cannot
place his
follower as a
because the city is already occupied. He may, however, place a thief
on the road or a farmer in the field.
If a player has placed all of her followers, she keeps placing one tile each turn. A player is never allowed to retake one
of her followers from a tile. However, a follower is returned to its supply when the road, city or monastery it
occupies is scored.
Then, the player's turn is over. After, in clockwise order, the next player takes his turn, followed by the next one, etc.
IMPORTANT: If, after placing a tile, one or more roads, cities and/or monasteries are completed, they are
immediately scored before the next player's turn.
3. Scoring completed roads, cities and monasteries
A completed road
A road is complete once
both ends of the road
are connected to a crossroad, a city section, a monastery or
the road loops onto itself. There can be any number of road
sections between both ends.
A player who owns a thief on a completed road scores
1 point per tile used in the completed road (make sure
that you only count the number of tiles, since a single tile
can be used for more than one road section).
Red scores 4 points.
The scoreboard
When you score points, move your marker a number of spaces on
the scoreboard equal to the number of points scored. If you move
beyond space 50 of the scoring track, put your marker on its side to
indicate that you now have more than 50 points and keep moving
your marker as usual on the scoring track.
Red scores 3 points.
Blue scores 3 points.
He moves his marker
from space 48 to
space 1. He then lays his
marker on its side to
show that he passed
space 50.
Red scores 8 points
(3-tile city and
1 banner).
A completed cit y
A city is complete when it
is surrounded by walls
and there are no gaps in
the walls or the city. There
can be any number of
Red scores 8 points
(4-tile city and no
sections in a city.
A player who owns a knight in a completed city
scores 2 points per tile in the city (count the tiles
and not the sections). Each banner in the scored
city also gives the player 2 points.
When 2 city sections
are on the same tile,
it is worth only
2 points since it
counts as 1 tile.
What if there are more than one follower on a completed road or city?
With some clever tile placements, it is possible
The new tile
to connect road and city sections, resulting in
connects the
a road with more than one thief or a city with
city sections
more than one knight.
to create one
The player with the most thieves or
larger city.
knights scores the totality of the points.
In case of a tie, the tied players each score
the points.
Blue and Red
both score
10 points for this
city (made out of
5 tiles) since they
have one knight
each in that completed city.
For another scoring example with followers
placed in the same feature, see page 6.
A completed monastery
A monastery is complete when it is surrounded by tiles. The player who owns a
monk in a completed monastery scores
9 points. (1 point per tile, including the tile
with the monastery).
Red scores
9 points.
(the monastery
tile itself and
the 8 surrounding
Followers go back into their player's supply
After scoring a road, a city or a monastery – and only then – the followers used in the scoring are
returned to their player's supply. These returned followers may become thieves, knights, monks and
farmers during the following turns.
It is possible for a player to place a follower, score a road, a city or a
monastery and see this same follower return into their supply on the
same turn. The order must always be as follows:
Red scores
1. Complete a road, a city or a monastery with the new tile.
3 points.
2. P lace a thief, knight or monk.
3. S core the completed road, city or monastery.
4. Return the thief, knight or monk to its supply.
Red scores
4 points.
The fields (Reminder: for your first game, we recommend playing without farmers and fields.)
Connected field sections create a larger field. Fields are not scored during the game. Players are allowed to place farmers into a field section, but those are only scored at the end of the game. A farmer remains in the field where it was
placed until the end of the game and is never returned to its player's supply! (To show this, lay the farmer on the
tile instead of placing it standing up.) Fields are separated from one another by roads, cities and the edge of the
board. (This is particularly important during the final scoring!)
By placing this new tile,
the three fields become
one single field where
each player has one follower.
Note: The player who
placed this new tile cannot put a new farmer in
the field since there
already is at least one
farmer (three in this case)
in the connected fields.
All three farmers have
their own field. The road
sections and the city
divide the field into three
distinct fields.
Game end and final scoring
When a player places the last tile, the game ends after his turn.
Then, players proceed with the final scoring.
Scoring incomplete cities, roads and monasteries
During the final scoring, incomplete roads, cities
and monasteries are scored. A player who has a
follower on an incomplete road, city or monastery
scores 1 point per tile. For cities, each banner is
also worth only 1 point. In case of a tie, use the
same rules as for completed features.
Once a feature is scored, return the follower to its
supply. This should prevent any potential
mistakes during the final scoring.
Red scores 3 points for the
incomplete road
(3 road sections).
Yellow scores 5 points
for the incomplete
(the monastery tile
itself and the
4 surrounding tiles).
Green scores 8 points for the
incomplete city. (5 city
sections, 3 banners).
Black scores nothing since
Green has more knights than
him in this city.
Blue scores
3 points for the
incomplete city
(2 city sections,
1 banner).
scoring farmers
(For your first game, if playing without farmers and fields, you will not need to score them.)
•When scoring the farmers, only completed cities are counted.
•The farmer must be in a field that touches one or more completed cities. The distance between the farmer and the
city does not matter.
•For each completed city that the field touches, the player with the most farmers in that field scores 3 points. The
size of the city does not matter. If some players are tied for the most farmers, they each score the points for that field.
•A field is only worth points if it touches at least one completed city. More than one field may touch and score the
same completed city. Each field is scored by following the rules above.
Blue scores
6 points. Red
scores 3 points.
No one scores
points for the
Blue has the small field and he
scores 3 points
for city A.
Blue scores
9 points
(6 points for
the top farmer,
and 3 points
for the bottom
in which the tiles
are placed.
Blue scores 3 points for city A.
X Shows the order
Red owns the large
field since he has
the most farmers.
He scores 6 points
(3 for each city,
A and B).
Yellow does not have the most
farmers in the field, and
therefore does not score
any points.
In this example,
Red and
Yellow both
have 2 farmers
and score
6 points each
(3 points each
for cities
A and B).
The next page also shows a detailed
farmer scoring example.
Once all fields have been scored, the final scoring and the game are over.
The player with the most points is the winner. In case of a tie, play another game to determine the winner!
© 2012 Hans im Glück Verlags-GmbH
English version by:
© 2013 Z-Man Games, Inc.
31, rue des Coopératives
Rigaud (Québec) J0P 1P0
Designer: Klaus Rügen-Wrede
Illustrator: Anne Pätzke
Rules layout: Christof Tisch
English version: Team Z-Man Games
Questions, comments, requests?
[email protected]
Made in Germany
Detailed examples
Detailed farmer scoring examples
Here is another example for scoring farmers (followers placed in fields). The full explanation for scoring farmers can
be found on page 5, under Scoring farmers.
Field 1
Field 3
Field 2
Field 1: Blue is alone in Field 1. This field touches 2 completed cities (A and B). Blue scores 3 points for each city
(no matter the size), for a total of 6 points.
Field 2: Red and Blue both have 1 farmer in Field 2. Both players score 3 points per completed city (of which
there are three: A, B and C). Thus, Red and Blue both score a total of 9 points for Field 2.
Note: Cities A and B touch both Field 1 and Field 2. As such, for these cities, Blue gains points in Field 1 and both Red
and Blue score points in Field 2. The city in the lower left-hand corner is incomplete and is not worth any points.
Field 3: Yellow is the sole player to score Field 3 since he has more followers than Black. There are 4 completed
cities touching Field 3, so Yellow scores 12 points.
Note about field demarcations: Fields are separated from one another by roads and cities as well as the edge
of the board.
How can more than one follower occupy the same field?
Turn 1
Turn 2
Corners never
connect tiles!
Here, the fields
are not
Turn 3
Using similar tactics, it is possible for two thieves to be on the same
road or two knights to be in the same city.
= last tile placed
Turn 1: Blue puts a farmer in the
Turn 2: Red places a tile diagonally
adjacent to the one that Blue has
just placed. Red can put his farmer
in the illustrated field since both
fields are not connected at that
Turn 3: The two fields are now
combined into a larger field.
There are now two farmers in the
same field.
Basic game tiles (84 tiles)
WinB 4x
WinC 1x
WinI 2x
WinK 3x
WinS 2x
WinTierB 1x
WinP WinV
includes the Start tile
(darker back)
WinTierH 1x
WinTierI 1x
WinG 1x
WinN 3x
WinT 1x
WinTierC 1x
There can be cosmetic differences on these tiles (sheep, houses, etc.).
Scoring summary
Features completed during the game
Incomplete features at the end of the game
1 point per tile
1 point per tile
2 points per tile +
(knight)2 points per banner
1 point per tile +
1 point per banner
1 point per tile
(monastery tile and
each surrounding tile)
9 points
Farmers, only at the end of the game
3 points per completed city in the field
or adjacent to the field
The Gingerbread Man
A cold winter has wrapped the walls of Carcassonne. The citizens waste very little time before preparing
hot beverages and sweet pastries. Life around Carcassonne slows down. Occasionally, the people catch a glimpse of
a new character, but a glimpse is all they've ever been able to catch.
• 1 wooden gingerbread man
• 6 tiles featuring the gingerbread man
Game setup
The basic rules for CARCASSONNE remain unchanged. This mini-expansion can be played with Carcassonne - Winter Edition since their tiles share the same back. The six new tiles (those with the gingerbread
man icon) are shuffled with the other tiles from the Winter Edition. Before starting the game, the
wooden gingerbread man is placed on the city section of the Start tile.
Playing the game
The 6 new tiles: When a player draws a tile with a gingerbread man, he places it according to the regular rules
and plays his turn as usual (including scoring, if any). Then, he takes the gingerbread man and moves it into
a different incomplete city.
Scoring the gingerbread man
1) When the gingerbread man leaves a city due to another tile
with the gingerbread man being played, every player that has
one or more knights in that city scores points. For each of their
knights, each player scores 1 point per tile currently in that city.
Banners do not score any points. The knights remain in the city.
2) The following occurs when the city with the gingerbread man
is completed: before the regular scoring, every player with one
or more knights in the city scores 1 point per tile in the city for
each knight he or she has in that city. This is followed by the
regular scoring. Finally, the player who completed the city moves
the gingerbread man into an incomplete city of his choice.
Example for the 1st type of scoring
Red places a tile with the gingerbread man icon and
moves the gingerbread man into the top right city.
Because the gingerbread man was removed from the
left city, Blue scores 7 points (7 tiles, 1 knight) and
Red 14 points (7 tiles, 2 knights).
Example for the 2nd type of scoring
Red uses his tile to complete the city occupied by the gingerbread man. For the
gingerbread man scoring, Blue scores 6 points (6 tiles, 1 knight) and Red 12 points
(6 tiles, 2 knights). Then Red scores 14 points for the city, as per the normal rules.
Finally, Red moves the gingerbread man into an incomplete city.
Special case: If there are no incomplete cities where the gingerbread man may move to, then he stays in the city he
currently occupies. If that city is completed, he is then removed from the board, and will be able to return to play
when another gingerbread man tile is played.
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