Carcassonne inklusive Händler & Baumeister
Carcassonne inklusive Händler & Baumeister Rulebook
Table of Contents
Table of Contents
Components and Setup
Welcome to Carcassonne! This rulebook will teach you the game quickly, and when you are done, you will be able to teach and play the game. The first step is setup, which will also introduce you to the components of the game.
The 72 LANDSCAPE TILES show roads, cities, and monasteries, in a field.
- City tiles
- Road tiles
- Monastery tiles
The backs of all the tiles are the same, but the START TILE has a darker colored back, so you can recognize it easily.
Begin setup by placing the START TILE (with the dark back) faceup in the center of the table. Shuffle the remaining tiles and place them facedown in several stacks on the table, so that each player can easily reach them.
Set aside the eight POINT TILES with 50 and 100 sides. You will need them later for scoring.
Place the SCORING BOARD off to the side of the game table.
To finish setup, players gather their meeples. The BIG BOX comes with 48 meeples, with eight of each of the colors Yellow, Red, Pink, Green, Blue and Black.
Each player takes seven meeples of their chosen color to form their supply. Place each player's eighth meeple on the 0 space on the scoreboard. These will be used to track each player's score throughout the game.
Game Overview
In Carcassonne, players take turns placing tiles and expanding the landscape of roads, cities, monasteries and fields, one tile at a time. Players may place their meeples on the individual features of tiles as well (roads, cities monasteries, and fields), where they will become highwaymen, knights, monks, and farmers. Points are earned throughout the game, and the player with the highest score at the end is the winner!
Gameplay
The first turn in Carcassonne always starts with the youngest player, then proceeds clockwise around the table. On your turn, you will perform each of the player actions in order (explained below). Once you've completed all three actions, the player on your left takes his turn.
The Roads
1. Placing a tile:
You must draw exactly one landscape tile from a stack and place so that its edges match the edges of adjacent tiles (i.e., field to field, road to road, etc.)
2. Placing a meeple:
You may place a meeple from your supply on a feature on the tile you just placed.
3. Scoring a feature:
You must score any feature (road, city, or monastery) completed 3 by your tile placement.
The Roads
1. Placing a Tile
You draw the shown tile with three road segments leading to a village. You must place it in such a way that the edges match the edges of the tiles already in play.
2. Placing a Meeple as a Highwayman
After placing a tile with a road, you may place a meeple as a highwayman on one of that tile's road segments, but only if that road is not already occupied by another highwayman.
In the example, the tile you placed did not complete any roads, so no scoring occurs (see action 3. Scoring a Feature), and play proceeds to the next player.
The next player draws a road tile and uses it to complete the road you started. He may not place a meeple on the road to the right of the village since your highwayman already occupies that road. Instead, he places his meeple as a knight in the segment of that tile.
3. Scoring a Road
When both ends of a road are closed, that road is completed and scored. The end of a road is closed when it meets a village, city, monastery, or loops back onto itself by meeting the other end.
In the example, since both ends of the road are now closed, it is now scored. Since you had a highwayman on the feature, you will receive points.
Even though your opponent placed the tile, the road is still completed. When scoring a road, each tile with a segment of that road is worth 1 point. Here, since the road was in three tiles, it is worth 3 points.
Scoring is tracked with the meeples placed on the scoreboard during setup. You move your meeple 3 spaces forward, to reflect the 3 points you just scored.
Whenever your scoring meeple reaches or passes the 0 space, take a point tile, and place it in front of you with the 50 side face-up, flipping the tile to the 100 side if you reach or pass the 0 space again. Continue to take and flip point tiles as necessary if you reach or pass the 0 space additional times.
After scoring, return any meeples that occupy the road that was just scored to their players' supply.
The Cities
1. Placing a Tile
You first draw a tile that you use to expand the landscape. As before, you must place it so that its edges match the edges of tiles already in play (in this case, city to city).
2. Placing a Meeple as a Knight
First, check whether there is already a meeple on that city. Here, there isn't, so you can place one of your meeples on the city as a knight.
3. Scoring a City
After a few more turns, you draw this tile and use it to continue your city (note that the tile is placed so that both the city and field edges match). A city is completed when it is surrounded by walls and there are no gaps inside the city. Since the tile you just placed completes this city, it must now be scored. Because you have a meeple inside the city, you will score points.
When scoring a city, each tile with a part of that city is worth 2 points. Furthermore, each coat of arms (the blue and white shields in the corner of the tile) is worth an additional 2 points. For this city, you score 8 points. As before, the meeple in the scored city is returned to your supply.
The Monasteries
1. Placing a Tile
You first draw a tile, and place it so that its edges match the edges of tiles already in play. Tiles with monasteries often have fields for their edges (though some will have roads as well).
2. Placing a Meeple as a Monk
You can place a meeple on the monastery as a monk.
3. Scoring a Monastery
A monastery is scored when it is surrounded by other tiles. A completed monastery is worth 9 points (1 point for the tile with the monastery, and 1 point for each tile surrounding it).
Use a Meeple, Score a Feature, and Get the Meeple Back
You can place a meeple in a feature you just completed, immediately score it, and then return the meeple to your supply.
To do so, follow these steps:
- Place a tile, completing a feature (such as a road, city, or monastery).
- Place a meeple as a highwayman, knight, or monk on the feature you just completed.
- Score the completed road, city, or monastery and return the meeple to your supply.
Summary
1. Placing a Tile
- You must place your drawn tile in such a way that its edges match the edges of tiles already in play.
- In rare cases, it may be impossible to place the tile you just drew. If that happens, simply return the tile to the box (remove it from the game) and draw a new one.
2. Placing a Meeple
- You can place a meeple only on a feature of the tile you just placed.
- You cannot place a meeple on a feature that is already occupied by one or more meeples.
3. Scoring a Feature
- A road is completed when both ends lead to a village, a monastery, or the road loops onto itself. The tiles with a part of a completed road are worth 1 point each.
- A city is completed when it is surrounded by walls and there are no gaps inside the city. The tiles with a part of a completed city are worth 2 points each, plus an additional 2 points for each coat of arms.
- A monastery is completed when it is surrounded by 8 tiles. The monastery's tiles (the 8 surrounding tiles and the one with the monastery itself) are worth 1 point each.
- Scoring always occurs at the end of a player's turn. At that moment, each player with a meeple in a completed feature scores points.
- After each feature is scored, all players return the meeples that occupied that feature to their supply.
- If there are multiple meeples in a single scored feature, the player with the most meeples is scores full points, and all other players score nothing. In the case of a tie, both players score full points. The conditions in which multiple meeples could occupy the same feature are described on the next page.
Game End and Final Scoring
The game ends immediately after the turn in which the last tile is placed. Players proceed to a final scoring:
- Each occupied but incomplete road is worth 1 point per tile, just like during the game.
- Each occupied but incomplete city is worth 1 point per tile and 1 point per coat of arms, half of their value during the game.
- Each occupied but incomplete monastery is worth 1 point, plus 1 point per adjacent tile, again, just like during the game.
To increase accuracy during final scoring, remove meeples from the landscape as soon as they are scored.
After the final scoring has been resolved, players compare scores. The player with the highest score is the winner.
Carcassonne: Traders & Builders
A copy of CARCASSONNE is required to play this expansion. You may integrate it fully or partially. It may also be combined with other CARCASSONNE expansions.
Source: the official English Traders & Builders rulebook (Z-Man Games edition), transcribed from the PDF distributed by 1jour-1jeu.com.
Components
- 24 Land tiles (marked with a pig symbol), including 9 with Wine, 6 with Grain, and 5 with Cloth
- 20 Goods tokens (9 Wine, 6 Grain, and 5 Cloth)
- 6 Builders
- 6 Pigs
- 1 Bag
Setup
Shuffle the new Land tiles with those from the base game (and any other expansions you wish to use). Place them in multiple stacks, as usual.
Place the Goods tokens as a general supply within easy reach of all players.
The New Land Tiles
The new Land tiles depict new landscape elements that are explained below. These visual features have no impact on steps 1. Placing a tile, 2. Placing a meeple, and 3. Scoring a feature.
- The bridge is not a junction. One road continues from left to right, while the other goes from top to bottom. The roads split the field into 4 separate fields.
- One road ends at the city, while the other ends at the small cottage. The roads split the field into 3 separate fields.
- The monastery splits the roads and fields into 3 separate roads and 3 separate fields.
- This tile features 3 city sections. There is also a field in the middle that may be occupied by a farmer.
The Goods Tokens
The Goods tokens only have an impact on step 3. Scoring a feature. Steps 1. Placing a tile and 2. Placing a meeple are unaffected by them.
3. Scoring a feature
Scoring a city with Goods symbols
Whenever you or another player completes a city featuring Goods tokens, the following occurs:
- You score the city as usual.
- Then, you give the player who completed the city by placing the last tile the depicted Goods (that player is considered that city's trader). This can be any player (the presence of meeples in the city has no impact on this). This player receives one Goods token from the supply for each corresponding symbol in the city.
Important: It does not matter if the player who placed the last tile had any knights in the city, or if any knights were present in the city; it is always the player who placed the last tile that receives the Goods tokens from that city.
Place your collected Goods tokens faceup in front of you.
Example: You have just completed this city. Blue scores 10 points for this city. Since you are that city's trader, you get 1 Wine token and 2 Grain tokens.
Final Scoring
Goods tokens are scored at the end of the game. During final scoring, Goods tokens are scored as follows:
- For each type (Wine, Grain, or Cloth), the player who has the most tokens scores 10 points.
- In case of a tie for a type, tied players each score 10 points.
2-player game example: You score 20 points. Blue scores 30 points.
Builders and Pigs
Builders and pigs are special figures. Before starting the game, add the figures in your color to your personal supply.
These special figures have no impact on step 1. Placing a tile.
The Builder
2. Placing your builder
Instead of placing a meeple, you may place your builder on the tile you have just placed, but only onto a road or city. Note that there must already be one of your own meeples on the feature where you wish to place your builder.
Example: You may place your builder onto that road because you already have a meeple on it.
Your builder is always returned to your supply if you no longer have meeples on that feature. This usually occurs after scoring, but some expansions introduce other ways in which this can happen.
1. Placing a Land tile and getting a double turn
If you place a Land tile that continues the road or city your builder occupies, you may immediately draw and place another Land tile. You place this tile following all the normal rules.
A: You place this tile that continues the road that your builder occupies. B: Then, you draw another tile which you place as usual.
More information regarding the builder
These are detailed rules regarding the builder. Only read them if you have any questions. Even though we only talk about roads, all statements also apply to cities. You simply have to replace, where appropriate, "road" with "city" and "highwayman" with "knight".
- You may place a meeple on both the first and second tile. If you complete the road with the first tile, you may place the newly-recuperated builder onto the second tile (see the example below).
- No chain reactions are possible. If you place the second tile on the road with your builder, you do not get to draw a third tile.
Here is an example that demonstrates the above points. It also clearly shows how to obtain a double turn with your builder:
Turn 1: Place a highwayman. Turn 2: Place your builder.
Turn 3a: You complete the road by placing this tile, on which you also place a knight. Then, you score the road allowing you to take back your highwayman and builder.
Turn 3b: You place your second tile and place your builder on it.
- As long as the road is incomplete, the builder will stay there, allowing you to get a double turn (as described above) the first time you add a tile to that road each turn.
- During a double turn, you may do the following on each turn: 1. Place a tile, 2. Place a meeple, and 3. Score a feature.
- Multiple builders may be on the same road.
- There can be any number of tiles between your highwayman and your builder.
- As long as one of your meeples is on the road, your builder will stay in place. As soon as you have no meeples on the road, return your builder to your supply.
- Your builder may be placed onto a road, then a city, and so on and so forth. However, you may never place your builder onto a monastery or a field.
- Features may be scored after the placement of each tile.
3. Scoring a feature
The builder has no impact when scoring a feature. Builders are never taken into consideration when determining who has the most meeples in a feature. However, your builder is returned to your supply along with the meeple when the feature it occupies is scored.
The Pig
1. Placing a tile
The pig has no impact on tile placement. Its special function comes into play during steps 2. Placing a meeple and 3. Scoring a feature.
2. Placing your pig
You may only place your pig into a field occupied by your farmer.
Example: Since you have a farmer in this field, you may place your pig in it.
3. Final scoring: Scoring fields with pigs in them
Once placed, your pig will stay in its field until game end. Your pig allows you to score more points for the field it occupies at game end. However, for your pig to be worth any points, you must have the most meeples in that field. Unfortunately, the pig itself is not counted for majority. If you have majority in the field with your pig, you score 4 points (instead of 3) for each completed city that borders that field. Pigs belonging to other players have no impact on your scoring.
Example: You have the most meeples in this field. Since your pig is in this field, you will score 4 points per completed bordering city. You score 8 points for 2 completed cities. Blue does not have the most meeples and scores no points.
Note: You are also considered to have the majority (i.e., most meeples) even if you share the majority with another player.
The Bag
1. Placing a tile
Instead of placing the Land tiles in multiple facedown stacks, you can simply put them all in the bag. On your turn, simply draw a tile from the bag and then place it as usual.
The bag is also very well suited to carry Carcassonne wherever you go, allowing you to share this great game with everyone!