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Carcassonne Game Breakdown:

Our Rating: Carcassonne rating: 5/5 stars

User Rating:Carcassonne rating: 4.5/5 stars
(based on 67 votes)

Carcassonne strategy rating: How much of a role strategic decision-making plays in determining the winnerStrategy
Carcassonne score of 4
Carcassonne luck rating: How much luck plays a role in determining the winnerLuck
Carcassonne score of 3
Carcassonne knowledge rating: How much outside knowledge is a factor in determining the winnerKnowledge
Carcassonne score of 0
Carcassonne creativity rating: How important the ability to think outside the box, draw, or think of unique answers is to the gameCreativity
Carcassonne score of 1
Carcassonne interaction rating: How much the game relies on social interaction (like acting, interpreting othersInteraction
Carcassonne score of 1
Carcassonne complexity rating: How difficult the game is to learn, to play without referring to the rules, and to remember for next timeComplexity
Carcassonne score of 2.5

Details:

Number of Players: 2 to 5
Ages: 8+
Avg. Time to Play: 30 minutes
Time to Learn: 15 minutes
Released: 2000
Publisher: Rio Grande Games
Designer(s): Klaus-Jurgen Wrede


Awards:
  • Spiel des Jahres (German game of the year) 2001
  • 1st Place - Deutscher SpielePreis 2001

    See the details

In the Box:
  • 72 land tiles
  • 1 scoring track
  • 40 followers in 5 colors
  • 1 rule booklet

Game Rules:

Read the instructions



Carcassonne
Carcassonne board game
 Availability: In stock

 List Price: $29.95

 Our Price: $18.95

 You Save: $11.00 (36%)


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Description:


The southern French city of Carcassonne was founded on an important trade route between the Mediterranean and the Atlantic. Because of its strategic location, the city was often conquered and has known many rulers. As a result of this varied history, the city is famous for its unique mixture of Roman and Medieval fortifications. The players develop the area around Carcassonne by placing land tiles. Each turn the area becomes larger as the players expand and add roads, fields, cities, and cloisters. The players may also deploy their followers as thieves, farmers, knights, and monks to control and score points for the roads, farms, cities, and cloisters. As the players have only a few followers, the wise player will plan his moves carefully and deploy followers when and where he can earn the most points. Carcassonne is a simple, clever tile laying game that brings new challenges with every turn.

Carcassonne Images:
Image 1Image 2
Carcassonne board gameCarcassonne board game
Carcassonne Awards:
Board Game Award: Spiel des Jahres (German game of the year) 2001 Spiel des Jahres (German game of the year) 2001
Board Game Award: 1st Place - Deutscher SpielePreis 2001 1st Place - Deutscher SpielePreis 2001
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Carcassonne: Inns & Cathedrals Expansion
Submit a game review for Carcassonne
Our Rating:Carcassonne rating: 5/5 stars

Our Review:

The game of Carcassonne, winner of the prestigious Spiel des Jahres award in 2001 (German game of the year), was inspired by the medieval town of Carcassonne in Southern France, which is famous for its formidable city walls. Likewise, in this addictive game, players lay tiles to build a landscape of walled cities, roads, and farmland dotted with the occasional church. Rather than use a game board, players simply pick a tile at random, and place it into the existing landscape in such a way that it matches correctly on all sides. Players score points as the landscape grows by placing their followers in cities, on roads, in fields, or in cloisters.

Carcassonne succeeds because of its simplicity. The game is easy to learn, very fun to play, yet still requires a high level of strategic thinking to master. It is rare to find a game that plays just as well with two players as it does with three, four, or five. It is also rare to find a game that appeals so well to beginners as well as serious gamers. That is why I give Carcassonne my highest recommendation.


User Reviews:

Carcassonne rating: 2/5 stars Too much luck

Not enough strategy and seems to be based upon luck of the draw that decides who wins.

by Gak  (Nov 08 2011)


Carcassonne rating: 5/5 stars Simple, dynamic and strategic

The three qualities I value mostly in a boardgame are those (simplicity, dynamic playing and strategy). Carcassonne combines all of these in a 30 minutes gameplay that can be great fun for people of all ages. The creation of completely different maps, by the end of the game, gives me a somewhat fullfilling sensation. I am a boardgame lover and I am very cautious whenever I make comparisons. I say this because I believe that the fun you get from playing is UNIQUELY related to the people you are playing with. So, sometimes the game that better fits the group is CARCASSONNE, or SETTLERS, or AGRICOLA, or PUERTO RICO, etc. But I would say that from the 10-12 people I´ve played (almost all newbies) at least 50% would say: Let´s play CARCASSONNE!!!

by Luiz  (Jun 21 2011)


Carcassonne rating: 4.5/5 stars Quick to learn, fun game

The strength of Carcassonne is that you can pick it up in one turn, and then because it is quite a short game (about half an hour) (compared to games like settlers that take 2 hours) the new player will still want to play again, meaning you can enjoy it with new people very quickly. That's it's main strength. Here's a detailed review I'd recommend (more of an essay!) of the carcassonne game.

by Matt  (Apr 23 2011)


Carcassonne rating: 5/5 stars Spursfan

How can anyone say that there is no strategy behind Carcassonne? I've had huge fields, but still lost. They can be countered or taken through strategcic placement. Sure, there is luck, however, the simplicity and speed of the game negate that. Great game that I find more strategic than Settlers.

by Dave  (Jan 15 2011)


Carcassonne rating: 4.5/5 stars Quick to learn

I can understand why some people find this game dull and/or simple. However, I appreciate that it is very easy to learn and quick to play because new players can play along with experienced players without feeling hopelessly lost. With each play, the game becomes more strategic, so it remains interesting over time as well. For those people who still think it is too simple, try playing defensively and trapping other players' followers in cities or cloisters that cannot be completed. If every piece fits together nicely, then it does get dull.

by Michael  (Dec 03 2010)


Carcassonne rating: 2.5/5 stars Only For Deep Strategists

This is not for the casual gamer. My family and friends all love settlers, so I went out in search of the next fun strategy game. We've played this several times now and you always win by luck. Nobody has come up with a better strategy than "get big farms". And then it all comes down to the tiles you draw on whether you will win. I've see others play and I know there is some deep strategy involved that can make this game more fun (I'm talking "chess" deep... planning 3 moves ahead deep) But to just pick up and play, it's not that great. Pass, unless you plan on making this game an obsession.

by Andrew  (Nov 17 2010)


Carcassonne rating: 2.5/5 stars Not so great

I did not get all the glowing reviews and awards for this game. It's incredibly simple and not very imaginative. I think "VIKINGS", for example (alos published by Rio Grande), is similarly fast to play, but much more well designed and attractive.

by Maurício  (Nov 04 2010)


Carcassonne rating: 5/5 stars Simply the best!

I am long time Backgammon lover, also played Risk, Axis&Allies, Monopoly, Clue, etc etc... big Magic The Gathering TCG fan too, Im also huge PC/Console software games fan, tried almost every big name from that industry. From old point&click adventures like Broken Sword, through 3rd person survival horrors like Resident Evil or Silent Hill and 2D tactical strategies like Commandos or Jagged Alliance to nowadays 3D real timers like Red Alert and firs person shooters like Call Of Duty...not so long ago I was tried iPhone version of Carcassonne. And fey days ago I received from eBay a package of true hard physical copy. The other reviewers are said everything need to be told from technical point of view and overall greatness of the game, Im just gonna say this: For me, till today, this is the by far best game I ever tried or played in my life. Period.

by Mistrija  (Sep 08 2010)


More Reviews
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Carcassonne Game Rules:


BoardGameRatings.com would like to thank Rio Grande Games for allowing us to reprint these instructions.

Overview

The players place land tiles turn by turn. As they do so, the roads, cities, fields, and cloisters emerge and grow. On these, the players can deploy their followers to earn points. Players score points during the game and at the end. The player with the most points after the final scoring is the winner.

Preparation

Place the starting tile face up in the middle of the table. Shuffle the remaining land tiles face down and stack them in several face-down stacks so that all players have easy access to them. Place the scoring track near one edge of the table to leave room for the players to place land tiles in the middle of the table.

Playing the game

Players take turns in clockwise order beginning with the starting player. On a player's turn, he executes the following actions in the order shown:

1. The player must draw and place a new land tile.

2. The player may deploy one of his followers from his supply to the land tile he just placed.

3. If, by placing the land tile, cloisters, roads, or cities are completed, they are now scored.

Placing land tiles

First a player must draw a land tile from one of the face-down stacks. He looks at it, shows it to his fellow players (so they can advise him on the "best" placement of the tile), and places it on the table, using the following rules:

  • The new tile (with red borders in the examples) must be placed with at least one edge abutting one previously placed tile. The new tile may not simply be placed corner to corner with a previous tile.
  • The new tile must be placed so that all field, city, and road segments on the new tile continue to field, city and road segments on all abutting tiles (cloisters are always complete within single tiles).

In the rare circumstance where a drawn tile has no legal placement (and all players agree), the player discards the tile from the game (into the box) and draws another tile to place.

Deploying followers

After the player places a land tile, he may deploy one of his followers, using the following rules:

  • The player must only play 1 follower on a turn
  • The player must take it from his supply
  • The player may only deploy it to the tile he just placed
  • The player must choose where to deploy the follower on the tile: knight (in a city segment), thief (on a road segment), farmer (in a field segment), or monk (in a cloister)
  • The player may not deploy a follower on a field, city, or road segment if that segment connects to a segment on another tile (no matter how far away) that already has a follower (from any player) on it.

When a player has deployed all his followers, he continues to play land tiles each turn. Although a follower may not be recalled, followers are returned to players when cloisters, roads, and cities are scored.

Scoring completed cloisters, roads and cities

If a cloister, road, or city is completed by the placement of the land tile, it is now scored.

Completed road

A road is complete when the road segments on both ends connect to a crossing, a city segment, or a cloister, or when the road forms a complete loop. There may be many road segments between the ends. The player who has a thief on a completed road scores one point for each tile in the completed road (count the number of tiles; separate segments on a tile count just once).

The player moves his scoring marker forward on the scoring track a number of spaces equal to the points earned. If you pass 50 on the scoring track, lay your marker down to indicated a score greater than 50 and continue along the track.

Completed city

A city is complete when the city is completely surrounded by a city wall and there are no gaps in the wall. There may be many city segments in a city. The player who has a knight in a completed city scores two points for each tile in the city (count the number of tiles; separate segments on a tile count once). Each pennant on segments in the city earns the player 2 points.

What happens when a completed city or road has more than one follower?

It is possible through clever placement of land tiles for there to be more than one thief on a road or more than one knight in a city. When this occurs in a completed road or city, the player with the most thieves (one a road) or the most knights (in a city) earns all the points. When two or more players tie with the most thieves or knights, they each earn the total points for the road or city.

Completed cloister

A cloister is complete when the tile it is on is completely surrounded by land tiles. The player with a monk in the cloister earns 9 points (1 for the cloister tile and 1 each for the other tiles).

Returning followers to players' supplies

After a road, a city, or a cloister is scored (and only then), the followers involved are returned to the appropriate players' supplies. The returned followers may be used by the players as any of the possible followers (thief, farmer, knight, or monk) in later turns.

It is possible for a player to deploy a follower, score a road, city, or cloister, and have the follower returned on the same turn (always in this order).

1. Complete a road or city by placing the new tile.

2. Deploy a knight or thief.

3. Score the completed city or road.

4. Return the knight or thief.

The farms

Connected field segments are called farms. Farms are not scored. They exist only as places to deploy farmers. Farmers are only scored in the final scoring. Farmers remain in the field segment where they are deployed for the entire game and are never returned to the players' supplies! Farms are bordered by roads, cities, and the edge of the area where the land tiles have been played.

Game end

At the end of the player's turn in which the last land tile is placed, the game ends. Then follows the final scoring.

Final scoring

First, all incomplete cities, roads, and cloisters are scored. For each incomplete road and city, the player, who has a thief on the road or knight in the city, earns one point for each road or city segment. Pennants are worth 1 point each. For incomplete roads and cities with more than one follower, use the rules for completed roads and cities to determine who scores. For an incomplete cloister, the player with the monk on the cloister earns 1 point for the cloister and 1 point for each land tile surrounding it.

As farmers supply cities, they score points accordingly

Farmers score as shown below:

  • Only completed cities are used for scoring farmers
  • The farm must border a completed city to supply it. The distance of the farmer to the city is unimportant.
  • For each city a farm supplies, the player who deployed the farmer earns 4 points, regardless of the size of the city.
  • A farmer can supply (and score) several cities when they are adjacent to his farm.
  • Several farms can supply a single city. In such a case, the player with the most farmers in the farms supplying the city earns the 4 points. If two or more players tie with the most farmers, each of those tied for most earns 4 points.

In this way, all cities are scored one by one. When all cities have been scored, the final scoring is complete. The player with the most points is the winner!

Tips:

  • Place farmers so they are lying in their fields so that all players can more easily see which fields they are in.
  • Remove followers as you score the unfinished roads, cities, and cloisters. This will make scoring the farms easier.

Variants using the 12 expansion river tiles

Remove the special starting tile from the game. Instead, begin the game by laying the spring that starts the river. Set aside the lake tile and shuffle the remaining 10 river tiles face down and draw from these before drawing from the tiles from the normal game. These tiles are played and followers may be played as in the normal game with one exception: a river tile may not be placed so that the river makes a "U" turn. Followers may not be placed on rivers. Once these 10 river tiles have been played, the next player plays the lake and then play continues with the normal tiles.

 

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