A tile-laying game for players aged 10 and up. The southern French city of Carcassonne is famous for its unique Roman and Medieval fortifications. 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. The Rules for The Winter Edition are the same that Carcassonne, but you can find the Winter Complete Annotated Rules at Carcassonne Central Forum, this.

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Red scores 3 points for the incomplete road.

Carcassonne Game Rules

The third example scores differently, however. The start tile is placed in the center of the table, while the scoreboard is placed on the edge of the table.

Scoring completed roads, cities and cloisters. Blue scores 8 points. A tile-laying game for players aged 10 and up. At the end of the player’s turn in which the last tile is placed, the game ends.

How to play Carcassonne | UltraBoardGames

Place the scoring track near one edge of the table to leave room for the players to place tiles in the middle of the table. The new tile cannot only be connected by a corner with a carcasspnne tile. Most of the farmer scoring examples shown above work the same, except that reduced points are scored.


Then, the player’s turn is over. 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. The player who has a thief on a completed road scores one point rulebbook each tile in the road count the number of tiles.

The players place tiles turn by turn. He looks at it, shows it to his fellow players so they can advise him on the ‘best’ placement of the tileand places it on the table, using the following rules: The method for scoring farmers shown above is the original method. Yellow scores 4 points for the incomplete cloister: Farmers remain in the field segment where they are deployed for the entire game and are never returned to the carcaseonne

Carcassonne – Rules

German editions of the game from October scored farmers differently. Blue scores 4 points for the incomplete city. After the player places a tile, he may deploy one of his followers, using the following rules: When two or more players tie with the most thieves or knights, they each score the total points for the road or city. The new tile must be placed with at least one edge abutting one previously placed tile. Although a follower may not be recalled, followers are returned to players when roads, cities and cloisters and scored.


On these, the players can deploy their followers to earn points. After, in clockwise order, the next player takes his turn, rulsbook by the next one, etc.

After the placement to the new tile, the farms of the 3 farmers are connected. Shields earn the city player one point each.

The player moves his scoring marker forward on the scoring track a number of spaces equal to the points earned. After completing a road, city or a monastery the followers used in the scoring are returned to their player’s supply and can be used again on other tiles later.

A road is also complete if it connects to itself in a loop. For each incomplete road and city, the player who has a thief on the road or a knight in the city scores one point for each road or city segment in the incomplete road or city. The player who has a thief on the road or a knight in the city scores one point for each road or city segment in the incomplete road or city.

Each farm scores independently of the others. Blue scores no points for the incomplete city on the second tile from the left.