Carcassonne how many tiles
Followers may not be deployed if the segment they are being deployed to will overlap another followers territory. If, through luck or clever tile placement, followers share the same territory then the player with the most followers in the shared territory will win the points.
In the event of a tie equal number of followers in a territory , full points are awarded to both players. Territory is determined on a first-come first-served basis. Scoring: Scoring is done both during the game and at the end of the game, and you can only score points on objectives where you have followers.
The player with the most points at the end of the game is the winner. For ALL scoring purposes, a single tile is scored only once in a set, but may be scored for more than one reason. For example: a single tile with two city segments can only be scored once for the city it completes,but if it completes two separate cities then the same tile may be scored twice. Roads are worth one point per tile that connects to the road.
In order to claim a road, a follower must be placed on the road. Once a road is scored those followers are returned to your supply. Completed cities are worth two points per tile. If incomplete at the end of the game, they are worth one point per tile.
Pennants double the value of the city tile. For example: An incomplete city tile with a pennant is worth two points instead of one , while a completed one is worth four instead of two. Cities are complete when they have no gaps or holes in their walls and are fully enclosed. Followers placed on the inside of a city can claim it for points. Followers are returned to supply once scored. Cloisters are worth one point and one additional point for every tile around it. Score the completed road, city, or monastery and return the meeple to your supply.
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 meeple to a new city segment in the same turn?
A number of questions have been asked about rules related to the play area itself, including what happens when the edge of the area is reached, or if a table has to be used for play.
Several tiles have a small illustration on them. The letters in brackets show which illustration is on each tile:. Note: The small illustrations of a cowshed , a pigsty and a donkey stable are collectively referred to as sheds or stables. For Icons licensing and explanation please visit Icons page.
From Wikicarpedia. Other languages:. Tile showing a city. Tile showing a road. Tile showing a monastery. Regular back. Dark back. Start tile. Part of the scoring track with meeples on initial positions.
Changes to the 20th Anniversary Edition The rules for the 20th Anniversary Edition stay the same but the roles of some meeples have been updated: Highwaymen become female travelers Knights do not change Monks are also referred to as nuns Farmers become female farmers Publishers have followed the new roles provided in the rules by HiG , although some of these changes are not noticeable in other languages.
The player must draw exactly one land tile from a stack and place it faceup adjacent to any tile already on the board to continue the landscape. The player may place a meeple from their supply onto the tile just placed. The player must score any feature completed by tile placement. The road and fields continue the existing landscape.
Placing a meeple as highwayman. Example 1b: You use your meeple as a highwayman on this road. This is possible because no other meeple is present on it. Example 1c: Since the road to the right is occupied, the blue player decides to put his meeple in the city. Scoring a road. Example 1e: You keep track of the 3 points you earned on the scoreboard.
Example 1f: You return to your supply the highwayman that earned you 3 points. The blue meeple stays in place since it was not part of a scored feature. Example: A tile showing a city. Placing a meeple as a knight. Example 2a: You placed this tile and it expands the city by one tile.
Since the city is unoccupied, you place a meeple there. Scoring a city. Example 2b: Completed city scoring. Placing a meeple as a monk. Example 3a: A monastery is always in the middle of a tile. You may place this tile here because the monastery on it is surrounded by fields.
Scoring a monastery. Example 3b: Completed monastery scoring. You must place your drawn tile in such a way that it continues the landscape and the illustration. In some very rare cases, it may be impossible to place the tile. In those cases, simply return the tile to the box and draw a new one. You may not place a meeple in a feature where there already is at least one other meeple, including one of yours. A road is completed when both ends lead to a village, a city, a monastery, or the road forms a loop.
Each tile in a completed road is worth 1 point. A city is completed when it is surrounded by walls and there are no holes inside the city. Each tile in the completed city is worth 2 points. Each coat of arms in the completed city is worth an extra 2 points. A monastery is completed when it is surrounded by 8 tiles.
At that moment, each player with a meeple in a scored feature earns points. If there are multiple meeples in a single scored feature, the player with the most meeples is awarded full points and all other players receive nothing. When more than one player have the most meeples in a scored feature, the tied players all score full points. Example of final scoring: Left city : Green is the only one to score 8 points 5 tiles and 3 coat of arms.
Black does not score any points since Green has the most meeples in this city. Monastery: Yellow scores 4 points for this incomplete monastery 3 points for the adjacent tiles and 1 point for the monastery itself. Right city: Blue scores 3 points for this incomplete city 2 tiles and 1 coat of arms. Road: Red scores 3 points for this incomplete roads 3 tiles. However, there already is a highwayman on that road, which means that you may not place yours.
You decide to place your tile, and a highwayman, so that it is not connected. Example 4b: During a following turn, you draw this tile and decide to continue the road with it. Both roads, each with a highwayman, are now connected.
Many people choose which expansions to play on a game-to-game basis—and the addition of small watermarks on the tiles has helped in this —while others prefer to mix all the expansions together and play what has become known as "mega-Carcassonne.
Some of the considerations below deal with the fact that some C1 mini expansions were released alone and as part of a major expansion. If this is not your case, please ignore those considerations. Throughout the rules, there are a few indications of what a game of mega-Carcassonne would look like. Some are listed below:. Of course, a game of mega-Carcassonne need not be ended until all the tiles have been played a very long game!
There is, in fact, no reason why you shouldn't combine multiple sets in some logical manner. And you might include two copies of The River II , either mixing the extra fork tile with the others, or omitting it altogether. Nowhere in the rules does it say that every tile used must have a unique configuration: the basic game includes eight FRFR tiles a field divided by a road.
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