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Каркассон: Наука и магия

Expansion for Carcassonne: Wheel of Fortune

Каркассон: Наука и магия Rulebook

Table of Contents

Table of Contents

  • Using the Mini-Expansions
  • 1. The Flying Machines
  • 2. The Messengers
  • 3. The Ferries
  • 4. The Gold Mines
  • 5. Mage & Witch
  • 6. The Robbers
  • 7. The Crop Circles

Using the Mini-Expansions

Each mini-expansion is used with the base Carcassonne game (the standalone edition, or the Russian gift set «Королевский подарок») or with Carcassonne: Wheel of Fortune. In each game you may use one or several of the mini-expansions. All of them combine with each other.

Each mini-expansion has its own components, setup and rules. Its rules are described in its own section below. Unless a section says otherwise, the base game rules apply.

1. The Flying Machines

Mankind has always been fascinated by the flight of birds and their outstretched wings, dreaming of building flying machines of its own. The time has come for your subjects to soar into the sky… But where will they land?

Components

  • 1 special die (1, 1, 2, 2, 3, 3)
  • 8 tiles marked with a flying machine

Setup

Shuffle the tiles of this mini-expansion together with the tiles of the base game. Set the special die aside; it enters play during the game.

Playing the game

The game is played by the base Carcassonne rules, with one exception.

When a player draws a tile with a flying machine, he places it by the usual rules. Then, as in the base game, he may place a follower on a road, in a field, or in a city or monastery. Or he may place his follower on the flying machine, to fly it immediately to another tile.

Once the tile is placed, the arrow on the flying machine shows the direction in which the follower will fly: horizontally, vertically or diagonally. The player then rolls the die. The result shows how many tiles (1, 2 or 3) the follower flies in a straight line.

The follower must be placed on the tile it lands on, if possible. The active player (the owner of the follower) then chooses which section of that tile to place the follower on. The following rules apply:

  • A flying follower may only land (be placed) on an unfinished feature: a road, a city or a monastery.
  • A flying follower may be placed on an occupied feature, no matter how many followers are already there or whose they are. For example, two followers may end up in the same monastery or in the same section of a city.
  • A flying follower cannot be placed in a field, even if the field is unoccupied.
  • A flying follower cannot be placed where there is no tile.

If the follower cannot land (because every feature on the landing tile has already been scored, because it could only land in a field, or because there is no tile there), the player returns the follower to its owner's supply. The player may not place another follower during this turn.

Example 1. Red places the tile with the flying machine, which determines the direction of the flight. He places his follower on the flying machine and rolls a 3. The follower cannot land, because there is no tile at that position. A 2 would have allowed it to land in the monastery (even though Blue's follower already occupies it), or in the city (although Yellow's follower is there). It could not land on the road, because that road was completed in an earlier turn.

Example 2. Red places the tile with the flying machine, which determines the trajectory, and places his follower on the flying machine. The die shows a 2. The road is already completed, and the follower cannot be placed in a field, so the follower lands in the city, together with the Blue follower.

2. The Messengers

Components

  • 8 Message tiles
  • 6 messengers (1 per colour)

Setup

Shuffle the Message tiles face down and place them as a stack beside the score track. Each player places the messenger of his colour on space "0" of the score track. From now on, each player has two pawns on the score track: his normal marker and his messenger.

Scoring completed roads, cities and monasteries

Each time a player scores points, he decides whether to move his marker or his messenger along the score track. Only the active player can receive a Message tile.

When the active player's marker or messenger finishes its movement on a dark space (0, 5, 10, 15 …), that player takes the top Message tile from the stack. He then has two options:

  • use the Message tile; or
  • immediately score 2 points (as shown in the lower right corner of the tile).

In both cases, the Message tile is then placed face down at the bottom of the stack.

The Message tiles

  1. Value of the shortest road. Choose a road on which you have at least one follower. It does not matter how many other players' followers are on that road. If you have followers on several roads, you must choose the road that would be worth the fewest victory points at the end of the game. You score that number of victory points, and your follower remains on the road.
  2. Value of the smallest city. As Message 1, but for a city.
  3. Value of the smallest monastery. As Message 1, but for a monastery.
  4. 2 points per banner. Score 2 points for each banner in the cities where you have at least one follower. It does not matter how many other players' followers are in the same city.
  5. 2 points for each knight. Score 2 points for each of your knights (followers in a city). Your knights remain in the cities.
  6. 2 points for each farmer. Score 2 points for each of your farmers (followers in a field). Your farmers remain in the fields.
  7. Place 1 more tile. Draw one more tile and place it by the usual rules. You may then place your follower on it.
  8. Score a follower and return it to your supply. Choose one of your followers on a feature where you have the majority. Score that feature (the one occupied by your follower) as if the game had ended. Only you score points. After the points are scored, the chosen follower returns to your supply.

Notes

  • If several features are completed during one turn, each completed feature is scored separately. For each completed feature, the scoring player decides whether to move his marker or his messenger.
  • The active player may receive at most one Message tile when scoring at the end of his turn, even if he completed more than one feature during that turn. However, a player who gains points through a Message tile (either by using the tile or by taking the 2 points) may receive further Message tiles in this way.
  • Only the active player can receive Message tiles, even if other players' markers or messengers finish their movement on a dark space.
  • At the end of the game, before the final scoring, each player adds together the points scored by his two pawns (marker and messenger). He then moves one of his pawns to the space corresponding to that sum, and returns the other pawn to the box. During this final scoring, no Message tiles are distributed when a pawn lands on a dark space.

3. The Ferries

Carcassonne is surrounded by a web of roads. But the ferry crossings change the familiar routes, making the thieves' work considerably easier.

Components

  • 8 ferries (wooden)
  • 8 tiles with a lake

Setup

Shuffle the tiles of this mini-expansion together with the tiles of the base game. Set the ferries aside; they enter play during the game.

Playing the game

The base Carcassonne rules remain unchanged, with the following additions.

Placing a tile with a lake. Whenever a player draws a tile with a lake, he places it and may place a follower on it, by the usual rules. If he places his follower on a road, he must put it on one of the three or four road sections of that tile.

Then this player (the active player) takes a ferry from the supply and places it on the lake so that it connects two road sections. He does this whether or not he placed a follower. The two road sections connected by the ferry form one continuous road on the tile. The lake ends all other road sections.

If placing the tile with a lake completes one or more features, they are scored as usual.

Example 1. Red places a tile with a lake. He places a follower ❶ and a ferry ❷ on the lake. This completes the road on which the Blue robber stands. Blue scores 4 points ❸.

Example 2. Red places a tile with a lake. He places a follower ❶ and a ferry ❷ on the lake, but in a different way from Example 1. Now the Red and Blue robbers stand on the same road. No road is completed, so no one scores points.

Continuing a road with a ferry. If, by placing a tile, a player continues a road that contains a ferry, that player may move the ferry. Moving it is optional. The ferry must always connect two road sections. A ferry may be moved so that it is no longer part of the road that was continued.

Counting from the newly placed tile, only the first ferry encountered on that road may be moved.

Special cases

  1. If, by placing a tile, you continue a road in more than one direction, you may move the first ferry encountered in each of the continued directions.
  2. By moving ferries, it is possible to reopen a road that was closed.

Additional rules

  • A ferry may be placed (or moved) only once per turn.
  • If, by placing a tile with a lake, you continue a road that has a ferry, you first place the new ferry. Then you may move the ferry (or more than one ferry, if applicable), or not.

Example 3. Green places this tile (marked with the red border). She may move the first ferry on this road (shown by the green dashed line). She moves the ferry from position ❶ to position ❷. As a result, Green and Yellow are no longer on the same road.

Turn order with The Ferries

  1. Place a tile (with or without a lake).
  2. Place a follower, or not.
  3. Place a ferry (if the placed tile has a lake).
  4. Move a ferry (if the placed tile continued a road with a ferry).
  5. Score completed features (if at least one feature was completed).

4. The Gold Mines

Gold! It drives everyone mad! Everyone wants to get their hands on this precious metal, but its true value only becomes apparent much later…

Components

  • 16 gold ingots
  • 8 tiles marked with a gold ingot

Setup

Shuffle the tiles of this mini-expansion together with the tiles of the base game. Set the gold ingots aside; they enter play during the game.

Playing the game

The base Carcassonne rules remain unchanged, with the following additions.

Whenever a player draws a tile with a gold ingot, he places it by the usual rules. He then takes 2 gold ingots from the common supply and places one on that tile and one on an adjacent tile (adjacency includes diagonal tiles). A player therefore always places 2 gold ingots after placing a tile with an ingot.

A gold ingot may be placed on a tile that already has one or more ingots. A gold ingot counts for every feature on its tile; it is not assigned to a specific feature. After placing 2 gold ingots, the player may place a follower as usual.

Completed features and gold

When a feature is completed, the player with the most followers on that feature takes all gold ingots from the tiles that form the completed feature. For a road, this means every tile the road runs through. For a city, it means every tile used to build the city. For a monastery, it means the tile with the monastery and the 8 adjacent tiles that complete it.

Example. Blue places a tile with a gold ingot. He places one gold ingot on that tile and one on an adjacent tile. Red completes the city and takes the 3 gold ingots lying on the tiles that form the scored city.

Distributing the gold

If several players are tied for the most followers on a completed feature (and their number is higher than that of every rival), or if several features that must yield gold are completed at the same time, the gold ingots are distributed as follows. Starting with the active player, each player who is due gold takes one ingot, going clockwise, one at a time. This is repeated until all the gold ingots have been distributed.

Example. Red completes a road. Since both Red and Blue have followers on this road, they must share the gold. Red, as the active player, takes the first ingot, then Blue takes one, and finally Red takes the last one.

Turn order with The Gold Mines

  1. Place a tile with a gold ingot (or without one).
  2. Place 2 gold ingots (if the placed tile shows a gold ingot).
  3. Place a follower, or not.
  4. Score completed features (if there are any).
  5. Distribute the gold ingots (if they were lying on completed features).

Gold at the end of the game

Gold ingots that a player has received must always be kept in plain view.

At the end of the game, gold ingots that are still lying on tiles and have not been awarded to anyone are removed from the game. Farmers do not receive gold ingots.

After the final scoring, consult the table below. Each player scores extra points depending on the number of gold ingots he collected during the game. The more gold a player has collected, the more points each of his ingots is worth.

Number of gold ingotsVictory points per gold ingot
1–31
4–62
7–93
10+4

5. Mage & Witch

Illustrious magicians are visiting Carcassonne. The mage's presence inspires the townsfolk, while the witch undermines all their efforts.

Components

  • 1 purple mage
  • 1 orange witch
  • 8 tiles marked with a hat (the magic tiles)

Setup

Shuffle the tiles of this mini-expansion together with the tiles of the base game. Set the mage and the witch aside; they enter play during the game.

For the rest of these rules, the tiles of this mini-expansion are called magic tiles, and the mage and the witch are called magic pawns.

Playing the game

The base Carcassonne rules remain unchanged, with the following additions.

When a player draws a magic tile (with a hat), he places it by the usual rules. Before placing one of his followers, the player must place or move one of the magic pawns, either the mage or the witch. A magic pawn must be placed either on an unfinished road or in an unfinished city. The mage and the witch can never be on the same road or in the same city.

If both magic pawns are already in play, one of them must be moved according to the rules above. Once a magic pawn has been placed or moved, the player may place one of his followers.

If, after placing a magic tile, the player has nowhere to place or move a magic pawn (for example, there are no free unfinished roads or cities), the player must remove one of the magic pawns from the game. When another magic tile is placed, that pawn may be returned to play.

Special case. If, after placing a tile, the mage and the witch are in the same city or on the same road, the active player must move one of them. If the same placement also completes one or more features, the magic pawn is moved before the features are scored.

Scoring with the magic pawns

When a completed road or city contains the mage or the witch, the magic pawns affect the scoring as follows:

  • The mage adds 1 point for each tile of the completed feature.
  • The witch takes away half of the points the player would receive (rounded down).

After a magic pawn has affected a scored feature, it is removed from the board. It may return to play when another magic tile is placed.

Example 1. A city is completed. Normally it would be worth 20 points (8 tiles at 2 points each, plus 2 banners at 2 points each). But the mage adds 8 points, because the city consists of 8 tiles. So Red and Blue each score 28 points.

Example 2. Two roads are completed. The road occupied by Blue would normally be worth 5 points. However, the witch is on that road and takes away half of the points (rounded down), so Blue scores only 3 points. The road occupied by Red consists of 3 tiles. Thanks to the mage, Red scores 3 extra points, for a total of 6 points.

Final scoring. When the final scoring is carried out, take the effects of the mage and the witch into account.

Note: the English mini-expansion sheet states the witch's rounding as "rounded up, in favour of the player". This gives the same result as the rule above: the witch takes away half of the points rounded down, so the player keeps the rounded-up half. Example 2 confirms this (5 points leave 3 for the player).

6. The Robbers

Robbers run riot on the roads and rob travellers. Whenever followers score points, the robbers are never far behind.

Components

  • 6 robbers
  • 8 tiles marked with a bag

Setup

Shuffle the tiles of this mini-expansion together with the tiles of the base game. Each player takes the robber of his colour and places it in front of himself.

Playing the game

The base Carcassonne rules remain unchanged, with the following additions.

Using the robbers. When a player draws a tile with a bag, he places it by the usual rules. Immediately after placing the tile, the active player may place his robber on the score track. The robber is placed on a space occupied by at least one marker of another player. If the active player's robber is already on the score track, the active player may move it instead.

Then, in turn order, each other player may place his robber on the score track.

Example. The turn order is Blue, Red, Yellow and Green. Blue draws and places a tile with a bag. Blue then places the robber on a space of the score track occupied by a follower of another player. The Red and Yellow robbers are already on the score track, so their owners cannot move them. Green places his robber last.

"Robbing" points. If one or more robbers stand on the same space as a marker that is scoring points, the owner of each robber receives half of those points (rounded up). He adds them to his score by moving his own marker along the score track. The owner of the robbed marker receives all of the points as usual. After that, the owners of the robbers that have just robbed return those robbers to their own supply.

Example. Red scores 5 points. The Blue robber "robs" 3 points, which lets the Blue marker move 3 spaces forward. The Blue robber is then removed from the score track. The Yellow robber cannot rob the points that Blue has just robbed, so it simply follows the Blue marker. The Yellow robber will be able to rob the next player who scores points (either Red or Blue).

Then Blue scores 4 points. Red and Green each score 2 points for robbing, and their robbers are removed from the score track.

Additional rules

  • If a robber stands on the same space as a follower of another player, and that follower must move because its owner "robbed" another player, a second robbery does not take place (see the example above). Instead, the robber simply moves together with the follower, in order to rob it later. Thieves' honour is a serious matter.
  • A robber must always rob as soon as the opportunity arises (except in the case described above). A player may not refuse to rob and wait for a feature that would score more points.
  • If a robber stands on a space with several followers, and two or more players score points at the same time, the owner of the robber chooses which player he robs.
  • If several robbers rob at the same time, each of them scores as much as it would if it robbed alone.
  • A robber may not rob its owner's own followers.

Important. If several features are completed during one turn, their points are scored separately. A robber steals the victory points of only one feature.

7. The Crop Circles

Mysterious circles are appearing in the fields of Carcassonne. Farmers, robbers and even knights feel the mystical force that emanates from them.

Components

  • 6 tiles marked with a crop circle

Note: the Russian booklet says that the other six crop-circle tiles are included in the expansion «Каркассон: Дворяне и башни». The English sheet says that each of the other six mini-expansions also includes one crop-circle tile. This text does not concern the rules, which are the same in both.

Setup

Shuffle the tiles with a crop circle together with the tiles of the base game.

Playing the game

Whenever a player draws a tile with a crop circle, he places it by the usual rules. He may place a follower on it, and he scores any features completed by that tile, as usual.

Then he chooses one of two special actions:

  • A) Place a follower from your supply on a tile where you already have a follower of the type shown by the crop circle; or
  • B) Return one of your followers of the type shown by the crop circle from the board to your supply.

After the active player has chosen his action, that action is carried out by every player in clockwise order, starting with the player to the active player's left and ending with the active player himself. The active player must choose A or B even if he did not place a follower (the English sheet states this explicitly).

The type of follower affected is shown by the symbol on the crop circle:

  • Fork: farmers (followers in fields).
  • Club: robbers (followers on roads).
  • Shield: knights (followers in cities).

Rules for the actions

  • With action A, the player must place the new follower on the same section of the same tile where his follower of the same type already stands (a farmer with a farmer, a robber with a robber, a knight with a knight).
  • If a player has no follower on which the crop circle could act, he simply passes the action on to the next player.
  • After the active player has carried out the chosen action, play continues by the usual rules.

Example of action A. Red places a tile with a crop circle showing a shield, places a follower on it (a knight), and chooses action A. Now every player places a follower from his supply on a tile where he already has a knight.

  1. Red places a knight on the tile and chooses action A.
  2. Green places a knight alongside a knight he already has in play.
  3. Blue has no knight in play, so Blue places no follower.
  4. Red places a knight on the same tile where his knight from step 1 stands. He cannot add a knight to the upper section of that tile, because he has no knight there. He could, however, add a knight to the leftmost city, where he already has one.

Example of action B. Green places a tile with a crop circle showing a fork, places his follower in a city, and that city is completed. He scores 6 points for the completed city and takes his knight back. Green then chooses action B: each player must return one farmer to his supply.

  1. Blue takes a farmer back into supply.
  2. Red takes his farmer back into his supply.
  3. Green has no farmer, so he cannot take one back.

Note: the English sheet gives Green's points for this city as 4. The Russian booklet's figure of 6 is followed here.