W-CAR v1.3
W-CAR v1.3
W-CAR v1.3
Table of Contents 2
About this Document 3
Introduction 4
RULES 5
e Carcassonne: Winter Edition 6
Gingerbread Man 21
Winter Edition (Digital) 24
REFERENCE GUIDES 25
Game Figures 26
Order of Play 27
Order of Play with Additions 29
Scoring During the Game 32
Scoring After the Game 33
Summary of Figure Characteristics 34
Tile Overview by Release 35
Consolidated Tile Reference 36
Symbols & Features 49
A Carcassonne Glossary 50
Carcassonne Collections & Expansions 55
Expansion Checklist 55
ENDNOTES 56
Epilogue 57
Carcassonne Central 58
Acknowledgements 59
Version History 60
Contact 61
Another issue is that various combinations of expansions may create questions that are
not answered by the rules themselves (more in the Standard Edition than the Winter
Edition so far). The CAR is there for you too, though. Through a series of footnotes, you
will find the answers to most of those questions as well.
To clarify how official an interpretation in a footnote is, the following codes will be found
throughout this document:
Fully official clarifications from Hans im Glück (HiG), the original publisher of Carcassonne,
are marked with the symbol . Additionally, these official clarifications may be written in
a question and answer format, although an effort has been made to keep clarifications
concise. Occasionally, official clarifications from other publishers (e.g. Rio Grande Games in
the case of the Games Quarterly #11 expansion) are also written in this format.
Interpretations and clarifications of the rules that come from the CarcassonneCentral
community (including this author) will be marked with the symbol .
Footnotes that highlight differences between different rule sets (such as noting older rules)
are marked with the symbol . Where there is currently a major disparity in the rules
among the different publishers (often due to incorrect translation), the footnote text will
also be colored dark pink.
Questions that we still don’t have an official answer for (or even a good suspicion of) will
be marked with the symbol and are printed in red.
Footnotes that represent commonly-used house rules or house variants are marked with
the symbol and are printed in blue.
All images and the original rules text are © Hans im Glück, Rio Grande Games, and Z-Man
Games and are used for educational purposes under Fair Use provisions, 17 U.S.C. § 107.
The primary changed to this document is the addition of a section regarding the digital
version of the Winter Edition. This section was previously included in the Standard
Carcassonne CAR, but it really fits better here. I have also made an addition to the Order
of Play guide.
Because this document focuses only on the Winter Edition, none of the standard
expansions are included here. The Order of Play section is also limited to the official parts
of the Winter Edition. Of course, some of the standard expansions (such as the Phantom
or the Messages) could be easily added to the Winter Edition. Even specific mechanics
such as use of the large follower or builder could also be used if you want – the variety of
possible house rules is limited only by your imagination. The reader is directed to the
Standard CAR to learn more about those expansions, although I have kept a few of those
easy-to-add expansions in the Order of Play with Additions section to assist more
adventurous individuals.
A clever tile-laying game in a winter coat for 2 to 5 players aged 8 and above by Klaus-
Jürgen Wrede
The city of Carcassonne in southern France is famous for its unique Roman and Medieval
fortifications. The players take their chances with their followers in the cities, cloisters,
roads, and snowy fields around Carcassonne. The development of the land is in their
hands, and the skillful deployment of the followers as thieves, knights, monks, and farmers
is the path to success.
reverse of
normal tile
Overview
The players place the land tiles turn by turn. This leads to the growth of roads, cities,
cloisters and farms, to which the players may deploy their followers in order to earn
points. As points can be won during the game as well as at the end, the winner will only
emerge during the final scoring.
1
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.
Preparation
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.4 The scoreboard should be placed at the edge of the table if possible.
1. The player must draw one new land tile and place it.
2. The player may take one follower from his or her supply and deploy it to the tile just
placed.
3. If any roads, cities, or cloisters are completed through the placement of the tile, they
must be scored now.
1. Place a tile
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:
2
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.
3
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.
4
Tiles can also be placed into a sack and drawn randomly.
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
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.
or or or or there
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.
BLUE may not place a thief, as the BLUE may not place a knight in the city, as the city is
road is already occupied. He may already claimed. He may place a thief on the road or
play a monk or place a follower on place a follower on the field.
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
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.
A completed road
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
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.
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.
Farms
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.
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.
The scoreboard
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.
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.
Scoring farms
Only the farmers and their farms are left, BLUE scores 3 points for the incomplete city on the
and these will be scored now. The owner of bottom right. GREEN scores 8 points for the large
each farm must be established. If several incomplete city. BLACK scores nothing, since GREEN
players have farmers on a given farm, then has more knights in the city.
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
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!
Carcassonne Winter CAR 15 ver. 1.3
If a city borders more than one farm, the owner(s) of each farm score(s) 3 points for
the city.22
Every farm scores the bordering cities23 in the same way. When this has been done, the
game is over.
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.
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.
• 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.
Turn 1: BLUE
places a follower
on the field.
House Rules
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).
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).
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.)
x2 x4 x1 x4 x5
x2 x1 x3 x2 x3
x3 x3 x2 x3 x2
x3 x1 x3 x2 x1
x8 x9 x4 x1
x1 x1 x1 x1 x1
x1 x1 x1 x1 x1
x1 x1
Winter has broken out in Carcassonne. It's cold, but romantic, it is a time of hot drinks and
sweet pastries. Life in the cities of Carcassonne is just a bit slower. But occasionally a new
fellow pops up, have you already found him?
Extra Pieces
1 wooden Gingerbread Man figure
6 new land tiles with gingerbread man symbol
Preparation
All normal rules of Carcassonne remain. This mini-expansion can be
played only with the Carcassonne Winter Edition because of the tile
backs. The 6 new landscape tiles with the gingerbread man are mixed
in with the tiles of the Winter Edition. The wooden Gingerbread Man is
placed in the city on the starting tile.
2) If a player completes a city with the Gingerbread Man, here is what happens: Before
the normal scoring is performed, all players who have one or more knights in this city will
receive points. For each of his or her knights in this city, each player receives 1 point per
tile that is a part of the city. After that, the player who completed the city places the
Gingerbread Man into an unfinished city of his or her choice.24
Special case: If there is no other unfinished city when the Gingerbread Man must be
moved, it stays in the city in which it is located. If this city is completed, it is placed next
24
Based on Scoring Example 2, the movement of the Gingerbread Man occurs after normal
scoring.
Carcassonne Winter CAR 21 ver. 1.3
to the game board and can be brought back into the game by playing a tile with the
gingerbread man icon.
Scoring Example 1 25
RED places a tile with a gingerbread
man icon and places the
Gingerbread Man on the city on the
upper right. Because the
Gingerbread Man leaves the city on
the left, BLUE gets 7 points (7 tiles, 1
knight) and RED gets 14 points
(7 tiles, 2 knights).
Scoring Example 2
RED places a tile, completing the
city in which the Gingerbread Man
stands. For the gingerbread score,
BLUE gets 6 points (6 tiles, 1 knight)
and RED gets 12 points (6 tiles, 2
knights). After that RED gets another
14 points for the normal city score.
RED then places the Gingerbread
Man in the unfinished city.
Interactions26
The Gingerbread Man can be eaten by the dragon.
The big follower counts as a normal follower for the purposes of scoring with the
Gingerbread Man.
Figures which are not followers (such as the pig and builder) do not interact with
the Gingerbread Man.
25
As is also pointed out in the Tile Distribution, the red-bordered tile placed in this example was
not included in the initial print run of the Gingerbread Man mini-expansion.
26
These clarifications come from the iOS version of Carcassonne, where the Winter Edition can
easily be mixed with expansions from the Standard Edition of Carcassonne. (12/2014)
x1 x1 x1 (or 2) x1 x1
Extra Pieces
72 land tile images
Comments
This specific edition of the basic game of Carcassonne is distributed only as a digital
download and represents the precursor to the boxed version. This Six PDF pages
containing the 72 standard tile images are included – the intent is for the files to be
printed onto stickers and then adhered to regular Carcassonne tiles. The functional
geography and rules of the Winter Edition are no different from the original basic version
of Carcassonne, but all of the features are covered with snow.
As the boxed version with all new artwork and additional tiles is now available, this is
really only of historical interest at this point.
Note: Because this Winter Edition is only available digitally, the tiles will not be
reproduced in this document.
Special figures
None (played on the playing field) so far.
Counting figures
A normal figure placed on the scoreboard. Note that actually this should be considered a
Special Figure rather than a follower.
Neutral figures
The Gingerbread Man is neutral, and once in play it doesn’t belong to anyone.
The word “you” throughout this section refers to the active player.
a) Deploy a follower
Normal follower
27
I have kept the framework used in the Standard CAR to minimize confusion when going back
and forth between the two documents. However, some parts of the turn may not have actions that
can be performed in the Winter Edition. Here I have only included steps officially pertinent to the
Winter Edition; for mechanics that could be added, see the Order of Play with Additions.
a) If the Gingerbread Man is in a completed city, all players with knights in the city
receive points. You then place the Gingerbread Man in an unfinished city of your
choice.
b) Resolve control of the completed feature
Normal follower 1 vote
c) Tally points and award points to the controlling player(s)
Base score
d) Return all remaining followers on the completed feature to their owners.
a) If you played a gingerbread man tile on this turn, move the Gingerbread Man to
a different incomplete city. All players receive points for any knights they have in
the city that the Gingerbread Man just left.
The word “you” throughout this section refers to the active player.
Steps written in orange are features from the Standard version of Carcassonne that could
be adapted for the Winter version.
If playing with the Messages (Dispatches) expansion from Standard Carcassonne, the
player scoring points chooses which scoring figure to move each time points are
awarded. When you see the word MESSAGES, if one of your counting followers has
just landed on a dark space of the scoreboard, you may draw a Message tile. Note
that resolving a Message tile could also trigger the drawing of another Message tile.
a) If you have an abbey tile, you may draw it in place of drawing a regular tile.
b) If you did not perform a, randomly draw a tile.
c) Show the tile to all players.
a) Place the tile. You must build a bridge if doing so is required to make the tile
placement legal. (Otherwise, a bridge can be placed at any time during the turn.)
You may build a bridge on the tile just placed or a tile orthogonal to the tile just
placed.
b) Note that any feature that is finished is considered complete at this time.
28
I have kept the framework used in the Standard CAR to minimize confusion when going back
and forth between the two documents. However, some parts of the turn may not have actions that
can be performed in the Winter Edition. I have also included steps from some Standard expansions
that could easily be added to the Winter Edition.
a) Deploy a follower
Normal follower
Big follower
Mayor
Wagon
Abbot (C II)
b) Deploy one of your other figures
Pig to a field containing one of your followers
Builder to a city or road containing one of your followers
Shepherd to a field not already containing a shepherd
o You must perform an expand flock action and resolve the result
o MESSAGES
c) Deploy the barn. The farm will be scored as a normal feature in Step 7.
d) Deploy / move a neutral figure
Place a little building on the tile just played
Move the fairy next to one of your followers
a) You may place the phantom in the same way as a normal follower.
a) If placement of the tile extended the field with your shepherd, you must choose
one of the following two actions
Expand the flock (draw a token)
Herd the flock into the stable (score 1 point per sheep)
a) If a town was created by the tile placement, the town may be converted into a
castle by the occupying player. If converted, this feature’s completion is
considered to be resolved. Go to the next feature.
b) If the Gingerbread Man is in a completed city, all players with knights in the city
receive points. You then place the Gingerbread Man in an unfinished city of your
choice. (How this would interact with a newly-formed castle is unknown. As a
castle is no longer a city, the Gingerbread Man should likely be removed with no
scoring.)
c) If a fairy is next to a follower in the completed feature, that follower’s owner
receives 3 points.
d) Rewards for completing the feature
If the completed feature is a city or road, check to see if it is the new
largest one and, if so, receive the King or Robber Baron
e) Resolve control of the completed feature
Normal follower 1 vote
Phantom 1 vote
Wagon 1 vote
Big follower 2 votes
Mayor 1 vote per pennant
f) Tally points and award points to the controlling player(s)
Base score
Little buildings
g) Move any wagons on the completed feature to any adjoining unoccupied
uncompleted feature. If more than one wagon can move, you move first, and
then order of movement proceeds clockwise.
h) Return all remaining followers on the completed feature to their owners.
a) Consider the total movement of your counting followers after all completed
features are scored: MESSAGES
b) If you played a gingerbread man tile on this turn, move the Gingerbread Man to
a different incomplete city. All players receive points for any knights they have in
the city that the Gingerbread Man just left. MESSAGES
a) If you had a builder on a road or city that was extended by the placement of the
tile, repeat Steps 2 through 8 once more and only once more.
Robber baron
1 point / completed road
King
1 point / completed city
Follower? yes no
value for
1 ---
majority?
GINGERBREAD MAN 6
Total 90 90
This table lists the total number of tiles available in the basic game and in each expansion.
General Notes
The first column lists the number of the expansion. Only main—boxed—expansions
have numbers.
The second column lists the title of the set.
The third column lists the number of land tiles include in the set. Tiles such as the
King, Robber Baron, abbeys, and point tiles are excluded (see ‘Extra Tiles’). Tiles
which are not used if the set is combined with other expansions in a game of
mega-Carcassonne are also excluded from this column (see ‘Spare Tiles’).
The fourth column lists the extra land tiles which come with the set—such as
abbeys, the city of Carcassonne, or the wheel of fate.
The fifth column lists the special tiles which come with the set—such as the King,
the Robber Baron and point tiles.
The sixth and final column lists the tiles which are surplus when the set is
combined with other expansions in a game of mega-Carcassonne. So, for
example, the basic game shows a ‘1’ in this column, as the starting tile is not
used when it is combined with a river or The Count of Carcassonne, and the lake
and spring tiles from The River are not used if combined with The River II.
C
F F
R
The arrangement always proceeds clockwise from the topmost position. Furthermore, the
tile notation and section headings are ordered alphabetically, according to the following
hierarchy:
cities (c)
fields (f)
roads (r)
rivers (s)—think of ‘streams’
Practically speaking, that means that a city is always placed at the top, and the rest of the
tile described clockwise from that starting point. If there is more than one city, the first
city—again seen clockwise—is placed at the top. If there is no city at all, then a field is
placed at the top, and so on.
C
F F
C
C
F F
C
C
F C
C
Clearly, the internal content of the tile is not being considered. The three tiles above are
all grouped under different sections, even though they may all be used to connect two city
segments on the top and bottom.
Similarly, both the tiles below are to be found under ‘City, city, city, city’.
C
C C
C
The reason for this organisation should be clear if you consider a situation where, deep
into a game, there is a ‘hole’ in the playing field: only a tile with a certain arrangement of
sides will fit.
I have also included a separate distribution list for tile symbols and features.
1 BASIC GAME
4 GINGERBREAD MAN
5 Total
Basic game
x1
Gingerbread Man
x2, x1, x1
4 BASIC GAME
4 Total
Basic game
x3, x1
3 BASIC GAME
1 GINGERBREAD MAN
4 Total
Basic game
x2, x1
Gingerbread Man
x1
7 BASIC GAME
7 Total
Basic game
x2, x2, x3
1 BASIC GAME
1 GINGERBREAD MAN
2 Total
Basic Game
x1
Gingerbread Man
x1
1 BASIC GAME
1 Total
Basic Game
x1
5 BASIC GAME
5 Total
Basic game
x3, x2
6 BASIC GAME
6 Total
Basic game
x2, x1,
x3
0 Total
5 BASIC GAME
5 Total
Basic game
x5
1 BASIC GAME
1 Total
Basic Game
x1
1 BASIC GAME
1 Total
Basic Game
x1
4 BASIC GAME
4 Total
Basic game
x3, x1
0 Total
1 BASIC GAME
1 Total
Basic Game
x1
4 BASIC GAME
4 Total
Basic game
x4 29
29
Including the starting tile.
Carcassonne Winter CAR 44 ver. 1.3
City, road, road, field
Total Source
4 BASIC GAME
4 Total
Basic game
x3, x1
3 BASIC GAME
3 Total
Basic game
x3
4 BASIC GAME
4 Total
Basic game
x4
4 BASIC GAME
4 Total
Basic game
x2, x1, x1
9 BASIC GAME
9 Total
Basic game
x9
9 BASIC GAME
9 Total
Basic game
x8, x1
5 BASIC GAME
5 Total
Basic game
x4, x1
2 BASIC GAME
2 Total
Basic game
x1, x1
Cloisters Pennants
Total Source Total Source
8 Total 10 Total
completed feature
A feature is said to be complete when it Any structure which can be built is
can no longer be extended. It is then considered to be a feature. The four
scored immediately, and may not be re- basic types are cities, cloisters, farms
occupied at any point. and roads. Other features include
shrines, abbeys, and the river.
counting follower
The follower that is moved around the field
scoreboard. One of the four basic types of features.
Connected field segmens make up a
farm.
occupied scoreboard
A feature is said to be occupied if at The standard Carcassonne scoreboard
least one follower stands in or on it. New contains 50 segments in a looped track.
followers may not be deployed to an Once the starting segment has been
occupied feature, only connected passed, the player may take an
indirectly; thus several followers of additional scoring token.
several players may ultimately occupy a
feature. However, followers from the segment
City of Carcassonne may be moved to an A segment is a section of a feature on a
occupied feature during scoring. tile.
thief unoccupied
A follower deployed to a road. A feature is unoccupied if it contains no
tie follower of any player. Followers may
Should a tie occur when calculating the only be deployed directly to unoccupied
majority in a feature being scored, all features.
tied players score the full points
available. unplayable
If a tile cannot be placed anywhere on
tile the playing field, it should be removed
A playing piece containing segments of from play and the player should draw
features. Tiles should be placed in another.
stacks, the bag, or the tile dispenser.
watermark
tunnel Recent releases of both the basic game
A tunnel is an unbroken road that leads and its expansions have featured small
under another feature, such icons—watermarks—on the tiles. These
as a city. In the example make no difference to the game-play,
shown, there is one but may make it easier to sort out the
continuous road and two farm tiles at the end of the game.
segments.
turn
The turn of a player consists of at least
three basic components: placement,
Expansion Checklist
For all of you completionists, here is a list of all of the expansions available, without regard
to the precise origin of the expansions. Collect ‘em all!
The following is a statement from Georg Wild of Hans im Glück. The translation is not
quite a verbatim quote, but it attempts to convey the spirit of his words:
Quite simply, if you have a Carcassonne-related question, a suggestion for the CAR, want
to ask people to play-test a variant you’ve been working on, or just feel like asking what
everybody else is playing at the moment, we’d be pleased to welcome you to
CarcassonneCentral. It’s a great way to keep up with official news and community
developments, and signing up really only takes a minute.
kettlefish, for metric tons of help in translating the German rules and getting a number of
clarifications from HiG.
Georg Wild at HiG, for answering all our questions.
Christof Tisch, rules designer at HiG, for help with the Gingerbread Man.
Skull One, for his turn summary.
Christopher Ober
http://carcassonnecentral.com