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Carcassonne: Maps – Great Britain

Expansion for Carcassonne

Carcassonne: Maps – Great Britain Rulebook

Table of Contents

Table of Contents

  • Components
  • Overview
  • General Rules
    • 1. Placing a Land tile
    • 2. Placing a Meeple
    • 3. Scoring a feature
  • Variants
    • Towns
  • Carcassonne Maps Great Britain
    • Components
    • Setup
    • Gameplay
      • 1. Placing a Land tile
      • 2. Placing a Meeple
      • 3. Scoring a feature

Components

  • 1 Carcassonne Map. In addition, you need:
  • Tiles: We recommend playing with the base game tiles and the first and second expansion. Of course, you can combine everything you want to try. For each map there is a recommendation of a number of tiles you could use. It is better to play without the additional rules and meeples of the expansions and to use only the tiles.
  • Meeples: If possible, every player should use 9 instead of 7 meeples (+1 meeple on the scoring board).*

* If you need additional meeples, you'll find everything you need in our webshop cundco.de

Overview

There are several start-squares on each map. On each square there is a small town and they are with a red edging. You should start with at least 2 start-squares. Take the starting tile (with the darker backside) and one or 2 random tiles and place all of them on 2 to 3 start-squares. You start your game by placing your first tile next to these tiles.

If you play after the base game rules and without the Maps-Chips expansion rules, you simply ignore the additional prints on the maps (e.g. the wine bottles on the France Map, the colored lines on the Ibérica Map, Islands on the Benelux Map, etc.). The general rules stay the same, and some new rules are added.

(Note: to make it easier to read we will be using the words large city and town even if those words do not always represent reality.)

General Rules

1. Placing a Land tile

You're only allowed to place a tile on a preprinted square. As usual, you have to place a tile next to an already placed one.

Large Cities

On squares with printed large city tiles (Berlin, London, Paris, Amsterdam or Barcelona) you cannot place tiles. As soon as you place a tile next to a city tile it is connected. From now on, everybody can place a tile next to the city tile.

Towns

Squares with towns (with a small house, for example Bremen, Bordeaux, Oxford, Strasbourg, Utrecht, Salamanca,...) count as normal squares. You are allowed to place tiles according to the general rules. On some Maps the rules for these tiles differ. You find some variants on page 3. (Printed as "page 3"; the variants are in the Variants section below.)

Border squares with adjacent city or road

Wherever there are cities or roads printed on the "border" of the map you have to place a compatible tile.

Border squares without connection

The "border" of the map is neutral which means that you are allowed to place your tile the way you want if there are no preprinted cities or roads. In this case, it doesn't matter how you place your tiles (with regard to the border).

Ferry routes

If you have connected a ferry route with a road, everybody is allowed to continue this connection on the other end of the road.

2. Placing a Meeple

After having placed a tile you are allowed to place a meeple according to the general rules.

3. Scoring a feature

A coat of arms gives you 2 additional points in each scoring no matter if it is part of a road or a city.

1. Large Cities

If you complete a large city you score according to the general rules. Preprinted large city tiles are scored in the same way as a normal city tile. Coats of arms give bonus points.

2a. Border squares with adjacent city or road

Roads which end on the border are automatically completed there. Preprinted roads or cities are scored as normal tiles. Coats of arms give bonus points.

2b. Border squares without a connection

A city, road or field placed on the border (next to clouds or the sea) is seen as completed. You score them according to the normal rules.

3. Ferry Routes

A ferry route gives you 1 point for the road plus the coats of arms on this connection. They are scored when the road is completed.

4. Monastery on the border

To complete and score a monastery on the border it isn't necessary to place 8 adjacent. Only the surrounding squares (also the diagonal ones) have to be filled with tiles. However, only "real" tiles as well as preprinted large cities are scored.

Final scoring

As usual, city tiles and coats of arms of cities or roads which haven't been completed score only 1 point each. Coats of arms of uncompleted roads which end in neighboring countries also score 1 point.

Variants

Towns

You can try to use the following additional rules for the town squares:

a) Placing a tile on top of a town grants you one instant extra tile which has to be placed immediately. This can only be done once within one draw.

b) Placing a tile on top of a town costs two points.

c) When scoring a road, you get 2 bonus points for each town which is still visible and touches your road (horizontally or vertically).

Carcassonne Maps Great Britain

With this mini-expansion you can place a Meeple on the Isle of Man and you get another turn. You have to find a suitable ship, need enough resources and the weather is also important for getting your Meeples back.

Components

  • 30 Map-Chips (10 each in purple, light blue and orange). The Map-Chips are available in our webshop (see: mini-expansions).
  • We recommend to play with 90 – 100 tiles.

Setup

Use all 3 available starting-squares (Kilkenny, Carlisle and Bristol).

On the map there are 3x10 squares marked with a colored Chip-symbol. Sort all 30 Chips according to their colors. Then shuffle the groups of 10 face down. Then you place them face down on the respective square on the map. The 10 blue ones are in the North (Scotland) the 10 orange ones in the West (Ireland) and the 10 purple ones in the South (England and Wales). Place the Chips on the squares and make sure that you can see the colored marks on the squares so that you always know which color the Chips have.

You place the Chips so that you can still know their color but you can't see the number.

Gameplay

1. Placing a Land tile

Collecting Chips

If you place a tile on a square with a chip you take the chip and get 1 or 2 points immediately. Then you place the chip face up in front of you.

You place a tile on a square with a Chip and you take it. You get two points.

Getting a Double turn

After having finished your "normal" turn you have the possibility to "buy" one additional turn. You place one Meeple from your stash on the Isle of Man and you immediately carry out your second turn. You take another Land tile, place it, etc. You may only do one additional turn per round. The Meeples placed on the Isle of Man can't be used until they are taken back.

Getting back from the Isle of Man

To get your Meeples back from the Isle of Man to your stash you need money a boat and good weather. That means that you always need a set of exactly three Chips which you can use. These Chips either have to have

  1. the same number (it doesn't matter which color they have in this case) or
  2. all the three colors (in this case the numbers aren't important).

(The printed page shows an example for set 1, three chips of the same number, and an example for set 2, three chips of all three colors.)

Important! If you get a Chip and this Chip completes a set you have to use it immediately and take the Chips out of the game. You take all your Meeples back from the Isle of Man at the same time. It is not allowed to keep a set for later on.

End of game

Remaining Chips don't give you any points.

2. Placing a Meeple

After having placed a tile you are allowed to place a meeple according to the general rules.

3. Scoring a feature

The scoring is done as usual.